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:
//
//=============================================================================
#ifndef TF_PLAYERPANEL_H
#define TF_PLAYERPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_spectatorgui.h"
//-----------------------------------------------------------------------------
// Purpose: Custom health panel used to show spectator target's health in Tournament HUD
//-----------------------------------------------------------------------------
class CTFPlayerPanelGUIHealth : public CTFSpectatorGUIHealth
{
public:
CTFPlayerPanelGUIHealth( Panel *parent, const char *name ) : CTFSpectatorGUIHealth( parent, name )
{
}
virtual const char *GetResFilename( void )
{
return "resource/UI/SpectatorTournamentGUIHealth.res";
}
};
//-----------------------------------------------------------------------------
// Purpose: A panel representing a player, shown in tournament mode Spec GUI
//-----------------------------------------------------------------------------
class CTFPlayerPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CTFPlayerPanel, vgui::EditablePanel );
public:
CTFPlayerPanel( vgui::Panel *parent, const char *name );
virtual void Reset( void );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual bool Update( void );
void SetPlayerIndex( int iIndex );
int GetPlayerIndex( void ) { return m_iPlayerIndex; }
void Setup( int iPlayerIndex, CSteamID steamID, const char *pszPlayerName, int nLobbyTeam = TEAM_INVALID );
void SetSpecIndex( int iIndex );
int GetSpecIndex( void ) { return m_iSpecIndex; }
virtual void UpdateBorder( void );
int GetTeam( void );
inline CSteamID GetSteamID() const { return m_steamID; }
protected:
int m_iPlayerIndex;
CUtlString m_sPlayerName;
CSteamID m_steamID;
int m_iSpecIndex;
CTFClassImage *m_pClassImage;
CTFPlayerPanelGUIHealth *m_pHealthIcon;
int m_iPrevHealth;
bool m_bPrevAlive;
int m_iPrevClass;
int m_iPrevRespawnWait;
int m_iPrevCharge;
vgui::ScalableImagePanel *m_pReadyBG;
vgui::ImagePanel *m_pReadyImage;
// Ready state
bool m_bPrevReady;
int m_iPrevState;
bool m_bPlayerReadyModeActive;
int m_nGCTeam;
};
#endif // TF_PLAYERPANEL_H