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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client Side COrder class
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_ORDER_H
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#define C_ORDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/Label.h>
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#include <vgui_controls/Panel.h>
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#include "CommanderOverlay.h"
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#include "hud_minimap.h"
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class COrderLabel;
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//-----------------------------------------------------------------------------
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// Purpose: Datatable container class for orders
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//-----------------------------------------------------------------------------
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class C_Order : public C_BaseEntity
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{
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DECLARE_CLASS( C_Order, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_Order( void );
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~C_Order( void );
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virtual void ClientThink( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void RemoveOrder( void );
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virtual void GetDescription( char *pDest, int bufferSize );
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virtual void GetTargetDescription( char *pDest, int bufferSize );
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// Status drawing
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virtual void CreateStatus( vgui::Panel *pParent );
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virtual void DestroyStatus( void );
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virtual void UpdateStatus( void );
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virtual bool ShouldDrawReticle( void );
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// Data access
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int GetPriority( void );
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int GetTarget( void );
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int GetType( void );
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bool IsPersonalOrder( void );
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protected:
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// Received via datatable
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int m_iPriority;
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int m_iOrderType;
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int m_iTargetEntIndex;
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// Used in status drawing
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COrderLabel *m_pNameLabel;
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// Animating panel to show the new order.
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float m_flNewOrderHighlightTimer;
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// Hook up the overlay on the tactical map.
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DECLARE_ENTITY_PANEL();
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DECLARE_MINIMAP_PANEL();
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protected:
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int m_nHintID;
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};
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#endif // C_ORDER_H
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