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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_HUD_PORTRAITS_H
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#define _INCLUDED_ASW_HUD_PORTRAITS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define ASW_MAX_PORTRAITS 8
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#include "asw_hudelement.h"
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#include "hud_numericdisplay.h"
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#include "asw_shareddefs.h"
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class C_ASW_Marine_Resource;
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class CASW_HUD_Marine_Portrait;
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//-----------------------------------------------------------------------------
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// Shows all the marine portrait panels down the top right of the screen
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//-----------------------------------------------------------------------------
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class CASWHudPortraits : public CASW_HudElement, public CHudNumericDisplay
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{
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DECLARE_CLASS_SIMPLE( CASWHudPortraits, CHudNumericDisplay );
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public:
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CASWHudPortraits( const char *pElementName );
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virtual void Init( void );
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virtual void VidInit( void );
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virtual void Reset( void );
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virtual void OnThink();
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void UpdatePortraits(bool bResize);
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virtual void Paint();
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virtual bool ShouldDraw( void );
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//virtual void DrawTexturedBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void PerformLayout();
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CPanelAnimationVarAliasType( int, m_nBlackBarTexture, "BlackBarTexture", "vgui/swarm/HUD/ASWHUDBlackBar", "textureid" );
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CPanelAnimationVarAliasType( int, m_nInfestedTexture, "InfestedHUDIcon", "vgui/swarm/HUD/InfestedHUDIcon", "textureid" );
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CPanelAnimationVarAliasType( int, m_nFiringTexture, "FiringHUDIcon", "vgui/swarm/HUD/FiringHUDIcon", "textureid" );
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CPanelAnimationVarAliasType( int, m_nWhiteTexture, "WhiteTexture", "vgui/white", "textureid" );
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// storing marine resources to draw
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int m_iNumMyMarines, m_iNumOtherMarines;
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CHandle<C_ASW_Marine_Resource> m_hMyMarine[ASW_MAX_MARINE_RESOURCES];
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CHandle<C_ASW_Marine_Resource> m_hOtherMarine[ASW_MAX_MARINE_RESOURCES];
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CHandle<C_ASW_Marine_Resource> m_hCurrentlySelectedMarineResource;
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// vars for drawing the marine panels
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int m_CurrentY; // Y coord to draw the next frame at
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int m_iCurrentMarine;
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int m_FrameWidth; // how wide our panel is
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int m_iFiringMod; // used to strobe the firing texture
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float m_fFiringFade, m_fInfestedFade;
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bool m_bLastJoypadMode;
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// marine's name
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CPanelAnimationVar( vgui::HFont, m_hMarineNameFont, "MarineNameFont", "Default" );
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CPanelAnimationVar( vgui::HFont, m_hMarineNumberFont, "MarineNumberFont", "Default" );
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CPanelAnimationVar( bool, m_bHorizontalLayout, "horizontal", "1" );
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CASW_HUD_Marine_Portrait* m_pPortraits[ASW_MAX_PORTRAITS];
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void OnPortraitSizeChanged( CASW_HUD_Marine_Portrait *pPortrait );
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protected:
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enum
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{
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PB_HEALTH,
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PB_AMMO,
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PB_CLIPS,
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};
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// dimensions of the bars, in pixels
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struct PortraitBar_t
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{
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int CornerX, CornerY;
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int Width, Height;
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};
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PortraitBar_t m_PortraitBar[3];
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};
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#endif // _INCLUDED_ASW_HUD_PORTRAITS_H
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