/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include class CHintMessage { public: CHintMessage(const char *hintString, bool isHint, CUtlVector *args, float duration); ~CHintMessage(void); public: float GetDuration(void) const { return m_duration; } void Send(CBaseEntity *client); bool IsEquivalent(const char *hintString, CUtlVector *args) const; private: const char *m_hintString; CUtlVector m_args; float m_duration; bool m_isHint; }; class CHintMessageQueue { public: void Reset(void); void Update(CBaseEntity *player); bool AddMessage(const char *message, float duration, bool isHint, CUtlVector *args); bool IsEmpty(void) { return m_messages.Count() == 0; } private: float m_tmMessageEnd; CUtlVector m_messages; };