EndLevel.h (2470B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 class idTarget_EndLevel : public idEntity { 30 public: 31 CLASS_PROTOTYPE( idTarget_EndLevel ); 32 33 void Spawn( void ); 34 ~idTarget_EndLevel(); 35 36 void Draw(); 37 // the endLevel will be responsible for drawing the entire screen 38 // when it is active 39 40 void PlayerCommand( int buttons ); 41 // when an endlevel is active, plauer buttons get sent here instead 42 // of doing anything to the player, which will allow moving to 43 // the next level 44 45 const char *ExitCommand(); 46 // the game will check this each frame, and return it to the 47 // session when there is something to give 48 49 private: 50 idStr exitCommand; 51 52 idVec3 initialViewOrg; 53 idVec3 initialViewAngles; 54 // set when the player triggers the exit 55 56 idUserInterface *gui; 57 58 bool buttonsReleased; 59 // don't skip out until buttons are released, then pressed 60 61 bool readyToExit; 62 bool noGui; 63 64 void Event_Trigger( idEntity *activator ); 65 }; 66