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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Load item upgrade data from KeyValues
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef TF_UPGRADES_SHARED_H
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#define TF_UPGRADES_SHARED_H
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#ifdef CLIENT_DLL
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#define CTFPlayer C_TFPlayer
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#endif
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class CTFPlayer;
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class CMannVsMachineUpgrades
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{
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public:
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char szAttrib[ MAX_ATTRIBUTE_DESCRIPTION_LENGTH ];
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char szIcon[ MAX_PATH ];
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float flIncrement;
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float flCap;
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int nCost;
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int nUIGroup;
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int nQuality;
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int nTier; // If set, upgrades in the same tier - for the same player/item - will be mutually exclusive
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};
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class CMannVsMachineUpgradeManager : public CAutoGameSystem
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{
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public:
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CMannVsMachineUpgradeManager();
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virtual void LevelInitPostEntity();
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virtual void LevelShutdownPostEntity();
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void ParseUpgradeBlockForUIGroup( KeyValues *pKV, int iDefaultUIGroup );
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int GetAttributeIndexByName( const char* pszAttributeName );
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void LoadUpgradesFile( void );
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void LoadUpgradesFileFromPath( const char *pszPath );
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public:
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CUtlVector< CMannVsMachineUpgrades > m_Upgrades;
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private:
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CUtlMap< const char*, int > m_AttribMap;
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};
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extern CMannVsMachineUpgradeManager g_MannVsMachineUpgrades;
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int GetUpgradeStepData( CTFPlayer *pPlayer, int nWeaponSlot, int nUpgradeIndex, int &nCurrentStep, bool &bOverCap );
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#endif // TF_UPGRADES_H
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