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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_VGUI_COMPUTER_SPLASH_H
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#define _INCLUDED_ASW_VGUI_COMPUTER_SPLASH_H
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#include <vgui_controls/Frame.h>
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#include <vgui_controls/PropertyPage.h>
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#include <vgui_controls/Slider.h>
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#include <vgui/IScheme.h>
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#include "vgui_controls\PanelListPanel.h"
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#include "vgui_controls\ComboBox.h"
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#include "vgui/IScheme.h"
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#include "asw_vgui_ingame_panel.h"
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class C_ASW_Hack_Computer;
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#define ASW_SPLASH_SCROLL_LINES 26
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// computer page showing the syntek splash screen
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class CASW_VGUI_Computer_Splash : public vgui::Panel, public CASW_VGUI_Ingame_Panel
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{
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DECLARE_CLASS_SIMPLE( CASW_VGUI_Computer_Splash, vgui::Panel );
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CASW_VGUI_Computer_Splash( vgui::Panel *pParent, const char *pElementName, C_ASW_Hack_Computer* pHackDoor );
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virtual ~CASW_VGUI_Computer_Splash();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void OnThink(); // called every frame before painting, but only if panel is visible
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virtual void PerformLayout();
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void SetScale(float f);
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void ASWInit();
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void SetHidden(bool bHidden);
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bool IsPDA();
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// current computer hack
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C_ASW_Hack_Computer* m_pHackComputer;
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vgui::ImagePanel *m_pLogoImage;
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vgui::ImagePanel *m_pLogoGlitchImage;
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vgui::Label* m_pSynTekLabel;
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vgui::Label* m_pSloganLabel;
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float m_fNextGlitchTime;
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float m_fShowGlitchTime;
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float m_fSoundTime;
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bool m_bPlayedSound;
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// scrolling text
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vgui::Label* m_pScrollLine[ASW_SPLASH_SCROLL_LINES];
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int m_iNumLines;
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float m_fStartScrollingTime;
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float m_fFadeScrollerOutTime;
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// sliding out
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float m_fSlideOutTime;
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bool m_bSlidOut;
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// overall scale of this window
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float m_fScale;
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float m_fLastThinkTime;
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bool m_bSetAlpha;
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};
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#endif /* _INCLUDED_ASW_VGUI_COMPUTER_SPLASH_H */
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