/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ class idTarget_EndLevel : public idEntity { public: CLASS_PROTOTYPE( idTarget_EndLevel ); void Spawn( void ); ~idTarget_EndLevel(); void Draw(); // the endLevel will be responsible for drawing the entire screen // when it is active void PlayerCommand( int buttons ); // when an endlevel is active, plauer buttons get sent here instead // of doing anything to the player, which will allow moving to // the next level const char *ExitCommand(); // the game will check this each frame, and return it to the // session when there is something to give private: idStr exitCommand; idVec3 initialViewOrg; idVec3 initialViewAngles; // set when the player triggers the exit idUserInterface *gui; bool buttonsReleased; // don't skip out until buttons are released, then pressed bool readyToExit; bool noGui; void Event_Trigger( idEntity *activator ); };