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67 lines
2.4 KiB
C
67 lines
2.4 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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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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