text: /*
  ===========================================================================
  
  Doom 3 GPL Source Code
  Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
  
  This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
  
  Doom 3 Source Code 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 3 of the License, or
  (at your option) any later version.
  
  Doom 3 Source Code 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 Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
  
  In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.
  
  If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
  
  ===========================================================================
  */
  
  #ifndef __GAME_ENDLEVEL_H__
  #define __GAME_ENDLEVEL_H__
  
  #include "Entity.h"
  
  class idTarget_EndLevel : public idEntity {
  public:
  	CLASS_PROTOTYPE( idTarget_EndLevel );
  
  	void	Spawn( void );
  			~idTarget_EndLevel();
  
  	void	Draw();
  	// the endLevel will be responsible for drawing the entire screen
  	// when it is active
  
  	void	PlayerCommand( int buttons );
  	// when an endlevel is active, plauer buttons get sent here instead
  	// of doing anything to the player, which will allow moving to
  	// the next level
  
  	const char *ExitCommand();
  	// the game will check this each frame, and return it to the
  	// session when there is something to give
  
  private:
  	idStr	exitCommand;
  
  	idVec3	initialViewOrg;
  	idVec3	initialViewAngles;
  	// set when the player triggers the exit
  
  	idUserInterface	*gui;
  
  	bool	buttonsReleased;
  	// don't skip out until buttons are released, then pressed
  
  	bool	readyToExit;
  	bool	noGui;
  
  	void	Event_Trigger( idEntity *activator );
  };
  
  #endif
  