Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_OBJECTIVESTATUS_H
#define TF_HUD_OBJECTIVESTATUS_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_controls.h"
#include "tf_imagepanel.h"
#include "tf_hud_flagstatus.h"
#include "tf_hud_escort.h"
#include "tf_hud_training.h"
#include "hud_controlpointicons.h"
#include "GameEventListener.h"
#define MAX_BOSS_STUN_SKILL_SHOTS 3
//-----------------------------------------------------------------------------
// Purpose: Parent panel for the various objective displays
//-----------------------------------------------------------------------------
class CTFHudPasstime;
class CTFHudObjectiveStatus : public CHudElement, public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CTFHudObjectiveStatus, vgui::EditablePanel );
public:
CTFHudObjectiveStatus( const char *pElementName );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
virtual void Think();
virtual bool ShouldDraw() OVERRIDE;
virtual int GetRenderGroupPriority( void ) { return 60; } // higher than build menus
CControlPointProgressBar *GetControlPointProgressBar( void );
//=============================================================================
// HPE_BEGIN
// [msmith] Functions for training stuff.
//=============================================================================
void SetTrainingText( char *msg);
void SetTrainingObjective (char *obj);
//=============================================================================
// HPE_END
//=============================================================================
private:
void SetVisiblePanels( void );
private:
float m_flNextThink;
CTFHudFlagObjectives *m_pFlagPanel;
CHudControlPointIcons *m_pControlPointIconsPanel;
CControlPointProgressBar *m_pControlPointProgressBar;
CTFHudEscort *m_pEscortPanel;
CTFHudMultipleEscort *m_pMultipleEscortPanel;
class CTFHUDRobotDestruction *m_pRobotDestructionPanel;
CTFHudPasstime *m_pHudPasstime;
//=============================================================================
// HPE_BEGIN:
// [msmith] HUD for training stuff.
//=============================================================================
CTFHudTraining *m_pTrainingPanel;
//=============================================================================
// HPE_END
//=============================================================================
};
#endif // TF_HUD_OBJECTIVESTATUS_H