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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_ENDLEVEL_H__
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#define __GAME_ENDLEVEL_H__
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#include "Entity.h"
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class idTarget_EndLevel : public idEntity {
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public:
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CLASS_PROTOTYPE( idTarget_EndLevel );
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void Spawn( void );
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~idTarget_EndLevel();
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void Draw();
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// the endLevel will be responsible for drawing the entire screen
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// when it is active
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void PlayerCommand( int buttons );
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// when an endlevel is active, plauer buttons get sent here instead
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// of doing anything to the player, which will allow moving to
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// the next level
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const char *ExitCommand();
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// the game will check this each frame, and return it to the
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// session when there is something to give
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private:
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idStr exitCommand;
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idVec3 initialViewOrg;
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idVec3 initialViewAngles;
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// set when the player triggers the exit
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idUserInterface *gui;
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bool buttonsReleased;
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// don't skip out until buttons are released, then pressed
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bool readyToExit;
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bool noGui;
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void Event_Trigger( idEntity *activator );
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};
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#endif
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