/********************************************************************
*
* File: fsCHogCollectorsLevelComponent.h
*
* Purpose: Collectors edition level - single shot so doesn't,
* store some of the state that's normally stored
*
*********************************************************************/
#ifndef fsCHogCollectorsLevelComponenthdr
#define fsCHogCollectorsLevelComponenthdr
#include <vector>
#include <fsCore/fsStr.h>
#include "gfCHogLevelComponent.h"
class gfCHogCollectorsLevelComponent : public gfCHogLevelComponent
{
friend class fsCComponentFactory;
public:
static const fsCUniqueId mTypeId;
static fsStr collectorsEditionMenuGet();
virtual ~gfCHogCollectorsLevelComponent();<--- Destructor in derived class
protected:
fsBool messageProcessDo(const fsCUniqueId& pMessageType,
const fsIMessageDispatcher::sMessageParameters& pParam) override;
void actAdvance() override;
fsStr rewardSequencFileNameGetIfActive() override;
void guiInitDo() override;
void levelStateSaveDo() override;
fsStr sceneFolderGet() const override;
void levelResetDo() override;
static fsIComponent* create(fsCEntity* pParent);
gfCHogCollectorsLevelComponent(fsCEntity* pParent);
private:
};
#endif