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EndLevel.h
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1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
8 
9 Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
21 
22 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.
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:
32 
33  void Spawn( void );
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:
51 
54  // set when the player triggers the exit
55 
57 
59  // don't skip out until buttons are released, then pressed
60 
62  bool noGui;
63 
64  void Event_Trigger( idEntity *activator );
65 };
66 
bool buttonsReleased
Definition: EndLevel.h:58
CLASS_PROTOTYPE(idTarget_EndLevel)
Definition: Vector.h:316
void Event_Trigger(idEntity *activator)
Definition: EndLevel.cpp:87
const char * ExitCommand()
Definition: EndLevel.cpp:171
idVec3 initialViewAngles
Definition: EndLevel.h:53
void Spawn(void)
Definition: EndLevel.cpp:53
idStr exitCommand
Definition: EndLevel.h:50
idUserInterface * gui
Definition: EndLevel.h:56
void PlayerCommand(int buttons)
Definition: EndLevel.cpp:153
Definition: Str.h:116
idVec3 initialViewOrg
Definition: EndLevel.h:52