#pragma once #include "MW4.hpp" #include "hudcomp.hpp" namespace MechWarrior4 { class Vehicle; class HUDMap : public HUDComponent { protected: struct ShotEntry { ObjectID entity; Stuff::Time timeadded; ShotEntry (ObjectID p1,Stuff::Time p2) { entity = p1; timeadded = p2; } }; Stuff::SlotOf m_CurrentTarget; SlotOf vehiclePtr; typedef HUDComponent inherited; Stuff::Scalar m_TorsoTwist; int m_RadarMode; stlport::vector m_ShotList; bool OnShotList (ObjectID who); void DrawImplementation(void); void ConvertMapCoords (float& x,float& y); void ConvertMapCoords (Point3D& pt); //»óÈÆ ¾Õ bool hsh_fdraw; //»óÈÆ µÚ public: HUDMap(); ~HUDMap(); virtual void Reset (void); virtual void Update(Stuff::Time till); void AddShot (ObjectID who); void SetVehicle(Vehicle *vehicle); void TorsoTwist (Stuff::Scalar value) { m_TorsoTwist = value; } void CurrentTarget (Entity *obj) { m_CurrentTarget.Remove (); if (obj) m_CurrentTarget.Add (obj); } }; }