/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once class CCSTutorStateSystem: public CBaseTutorStateSystem { public: CCSTutorStateSystem(); virtual ~CCSTutorStateSystem(); virtual bool UpdateState(GameEventType event, CBaseEntity *entity, CBaseEntity *other); virtual const char *GetCurrentStateString(); protected: virtual CBaseTutorState *ConstructNewState(TutorStateType stateType); }; class CCSTutorUndefinedState: public CBaseTutorState { public: CCSTutorUndefinedState(); virtual ~CCSTutorUndefinedState(); virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); virtual const char *GetStateString(); protected: TutorStateType HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other); }; class CCSTutorWaitingForStartState: public CBaseTutorState { public: CCSTutorWaitingForStartState(); virtual ~CCSTutorWaitingForStartState(); virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); virtual const char *GetStateString(); protected: TutorStateType HandlePlayerSpawned(CBaseEntity *entity, CBaseEntity *other); TutorStateType HandleBuyTimeStart(CBaseEntity *entity, CBaseEntity *other); }; class CCSTutorBuyMenuState: public CBaseTutorState { public: CCSTutorBuyMenuState(); virtual ~CCSTutorBuyMenuState(); virtual TutorStateType CheckForStateTransition(GameEventType event, CBaseEntity *entity, CBaseEntity *other); virtual const char *GetStateString(); protected: TutorStateType HandleRoundStart(CBaseEntity *entity, CBaseEntity *other); };