2010-11-20 10:37:14 +00:00
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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2010-05-29 07:25:38 +00:00
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#ifndef GAME_CLIENT_COMPONENTS_HUD_H
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#define GAME_CLIENT_COMPONENTS_HUD_H
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#include <game/client/component.h>
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class CHud : public CComponent
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2011-04-13 18:37:12 +00:00
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{
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2011-03-10 09:08:14 +00:00
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float m_Width, m_Height;
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2010-05-29 07:25:38 +00:00
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float m_AverageFPS;
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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void RenderCursor();
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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void RenderFps();
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void RenderConnectionWarning();
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void RenderTeambalanceWarning();
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void RenderVoting();
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2011-03-10 09:08:14 +00:00
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void RenderHealthAndAmmo(const CNetObj_Character *pCharacter);
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2010-05-30 12:01:11 +00:00
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void RenderGameTimer();
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2012-01-10 21:40:48 +00:00
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void RenderPauseNotification();
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2010-05-30 12:01:11 +00:00
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void RenderSuddenDeath();
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void RenderScoreHud();
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2011-03-10 09:08:14 +00:00
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void RenderSpectatorHud();
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2010-05-30 12:01:11 +00:00
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void RenderWarmupTimer();
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2010-05-29 07:25:38 +00:00
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void MapscreenToGroup(float CenterX, float CenterY, struct CMapItemGroup *PGroup);
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public:
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CHud();
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2011-04-13 18:37:12 +00:00
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2010-05-29 07:25:38 +00:00
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virtual void OnReset();
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virtual void OnRender();
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2011-04-09 06:41:31 +00:00
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// DDRace
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2010-10-30 14:22:35 +00:00
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virtual void OnMessage(int MsgType, void *pRawMsg);
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2011-04-09 06:41:31 +00:00
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private:
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2014-02-06 22:49:25 +00:00
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void RenderRecord();
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2011-04-09 06:41:31 +00:00
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void RenderDDRaceEffects();
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float m_CheckpointDiff;
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2014-02-06 22:49:25 +00:00
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float m_ServerRecord;
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float m_PlayerRecord;
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2011-04-09 06:41:31 +00:00
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int m_DDRaceTime;
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int m_LastReceivedTimeTick;
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int m_CheckpointTick;
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int m_DDRaceTick;
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bool m_FinishTime;
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bool m_DDRaceTimeReceived;
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2010-05-29 07:25:38 +00:00
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};
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#endif
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