hl2_src-leak-2017/src/game/client/tf2/c_obj_shieldwall.cpp

112 lines
3.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CObjectSentrygun
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "CommanderOverlay.h"
#include "c_baseobject.h"
#include "vgui_healthbar.h"
#include "ObjectControlPanel.h"
#include "c_shield.h"
//-----------------------------------------------------------------------------
// Purpose: Resupply Station object
//-----------------------------------------------------------------------------
class C_ObjectShieldWallBase : public C_BaseObject
{
DECLARE_CLASS( C_ObjectShieldWallBase, C_BaseObject );
public:
C_ObjectShieldWallBase() {}
public:
CHandle<C_Shield> m_hDeployedShield;
private:
C_ObjectShieldWallBase( const C_ObjectShieldWallBase & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
//
// Projected shield wall
//
//-----------------------------------------------------------------------------
class C_ObjectShieldWall : public C_ObjectShieldWallBase
{
DECLARE_CLASS( C_ObjectShieldWall, C_ObjectShieldWallBase );
public:
DECLARE_CLIENTCLASS();
DECLARE_ENTITY_PANEL();
C_ObjectShieldWall( void );
virtual void SetDormant( bool bDormant );
virtual void RecalculateIDString( void );
private:
C_ObjectShieldWall( const C_ObjectShieldWall & ); // not defined, not accessible
};
IMPLEMENT_CLIENTCLASS_DT(C_ObjectShieldWall, DT_ObjectShieldWall, CObjectShieldWall)
RecvPropEHandle(RECVINFO(m_hDeployedShield)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_ObjectShieldWall::C_ObjectShieldWall( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ObjectShieldWall::SetDormant( bool bDormant )
{
BaseClass::SetDormant( bDormant );
ENTITY_PANEL_ACTIVATE( "shield_wall", !bDormant );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ObjectShieldWall::RecalculateIDString( void )
{
if ( m_hDeployedShield )
{
// Report shield strength
Q_snprintf( m_szIDString, sizeof(m_szIDString), "Shield Strength: %.0f percent", m_hDeployedShield->GetPowerLevel() * 100 );
}
BaseClass::RecalculateIDString();
}
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class CShieldWallControlPanel : public CRotatingObjectControlPanel
{
DECLARE_CLASS( CShieldWallControlPanel, CRotatingObjectControlPanel );
public:
CShieldWallControlPanel( vgui::Panel *parent, const char *panelName );
};
DECLARE_VGUI_SCREEN_FACTORY( CShieldWallControlPanel, "shieldwall_control_panel" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CShieldWallControlPanel::CShieldWallControlPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "CShieldWallControlPanel" )
{
}