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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client VoteController
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_VoteController_H
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#define C_VoteController_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shareddefs.h"
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#include "GameEventListener.h"
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class C_VoteController : public C_BaseEntity, public CGameEventListener
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{
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DECLARE_CLASS( C_VoteController, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_VoteController();
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virtual ~C_VoteController();
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virtual void Spawn( void );
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virtual void ClientThink( void );
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static void RecvProxy_VoteType( const CRecvProxyData *pData, void *pStruct, void *pOut );
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static void RecvProxy_VoteOption( const CRecvProxyData *pData, void *pStruct, void *pOut );
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void FireGameEvent( IGameEvent *event );
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protected:
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void ResetData();
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int m_iActiveIssueIndex;
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int m_iOnlyTeamToVote;
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int m_nVoteOptionCount[MAX_VOTE_OPTIONS];
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int m_iVoteChoiceIndex;
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int m_nPotentialVotes;
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bool m_bVotesDirty; // Received a vote, so remember to tell the Hud
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bool m_bTypeDirty; // Vote type changed, so show or hide the Hud
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bool m_bIsYesNoVote;
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};
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#endif // C_VoteController_H
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