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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_vguiscreen.h"
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#include "clientmode_tfbase.h"
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#include <vgui/IVGui.h>
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Label.h>
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#include "c_info_act.h"
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//-----------------------------------------------------------------------------
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// Base class for all vgui screens on objects:
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//-----------------------------------------------------------------------------
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class CRespawnWaveVGuiScreen : public CVGuiScreenPanel
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{
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DECLARE_CLASS( CRespawnWaveVGuiScreen, CVGuiScreenPanel );
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public:
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CRespawnWaveVGuiScreen( vgui::Panel *parent, const char *panelName );
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virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
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virtual void OnTick();
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private:
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vgui::Label *m_pTime1RemainingLabel;
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vgui::Label *m_pTime2RemainingLabel;
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};
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//-----------------------------------------------------------------------------
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// Standard VGUI panel for objects
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//-----------------------------------------------------------------------------
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DECLARE_VGUI_SCREEN_FACTORY( CRespawnWaveVGuiScreen, "respawn_wave_screen" );
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//-----------------------------------------------------------------------------
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// Constructor:
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//-----------------------------------------------------------------------------
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CRespawnWaveVGuiScreen::CRespawnWaveVGuiScreen( vgui::Panel *parent, const char *panelName )
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: BaseClass( parent, panelName, g_hVGuiObjectScheme )
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{
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}
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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bool CRespawnWaveVGuiScreen::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
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{
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// Load all of the controls in
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if (!BaseClass::Init(pKeyValues, pInitData))
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return false;
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// Make sure we get ticked...
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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// Grab ahold of certain well-known controls
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// NOTE: it is valid for these controls to not exist!
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m_pTime1RemainingLabel = dynamic_cast<vgui::Label*>(FindChildByName( "RespawnTime1Remaining" ));
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m_pTime2RemainingLabel = dynamic_cast<vgui::Label*>(FindChildByName( "RespawnTime2Remaining" ));
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return true;
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}
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//-----------------------------------------------------------------------------
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// Frame-based update
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//-----------------------------------------------------------------------------
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void CRespawnWaveVGuiScreen::OnTick()
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{
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BaseClass::OnTick();
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if (!GetEntity())
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return;
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int nTime1Remaining = 0;
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int nTime2Remaining = 0;
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if (g_hCurrentAct.Get())
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{
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nTime1Remaining = g_hCurrentAct->RespawnTimeRemaining( GetEntity()->GetTeamNumber(), 1 );
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nTime2Remaining = g_hCurrentAct->RespawnTimeRemaining( GetEntity()->GetTeamNumber(), 2 );
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}
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char buf[32];
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if (m_pTime1RemainingLabel)
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{
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Q_snprintf( buf, sizeof( buf ), "%d", nTime1Remaining );
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m_pTime1RemainingLabel->SetText( buf );
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}
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if (m_pTime2RemainingLabel)
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{
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Q_snprintf( buf, sizeof( buf ), "%d", nTime2Remaining );
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m_pTime2RemainingLabel->SetText( buf );
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}
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}
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