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upload "kind" alien swarm
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#ifndef _INCLUDED_MEDAL_AREA_H
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#define _INCLUDED_MEDAL_AREA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui_controls/Panel.h>
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namespace vgui
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{
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class ImagePanel;
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class Label;
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};
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class MedalPanel;
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class C_ASW_Marine_Resource;
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// shows medals earned by a particular marine
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class MedalArea : public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( MedalArea, vgui::Panel );
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public:
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MedalArea(vgui::Panel *parent, const char *name, int iMedalsAcross);
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virtual void PerformLayout();
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virtual void OnThink();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual const char * GetMedalString();
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virtual void OnMedalStringChanged();
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virtual void SetProfileIndex(int i) { m_iProfileIndex = i; }
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virtual void SetMarineResource(C_ASW_Marine_Resource *pMR) { m_hMI = pMR; }
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virtual void HideMedals();
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virtual void StartShowingMedals(float time);
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CUtlVector<MedalPanel*> m_Medals;
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int m_iProfileIndex;
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CHandle<C_ASW_Marine_Resource> m_hMI;
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int m_iMedalsAcross;
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float m_fStartShowingMedalsTime;
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int m_iLastFullyShown;
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bool m_bRightAlign;
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char m_szMedalString[255];
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static float s_fLastMedalSound;
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};
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// a version of the above, but shows:
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// -medals earned previously in this campaign (i.e. checking the campaign save rather than the marine resource for the medal string)
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class MedalAreaCampaign : public MedalArea
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{
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DECLARE_CLASS_SIMPLE( MedalAreaCampaign, MedalArea );
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public:
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MedalAreaCampaign(vgui::Panel *parent, const char *name, int iMedalsAcross);
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virtual const char * GetMedalString();
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virtual void OnMedalStringChanged();
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};
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// a version of the above, but shows:
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// -medals earned by the player this mission, rather than a marine
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class MedalAreaPlayer : public MedalArea
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{
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DECLARE_CLASS_SIMPLE( MedalAreaPlayer, MedalArea );
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public:
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MedalAreaPlayer(vgui::Panel *parent, const char *name, int iMedalsAcross);
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virtual const char * GetMedalString();
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virtual void OnMedalStringChanged();
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// NOTE: Use SetProfileIndex to set the player's index (players start from 0 up)
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};
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#endif // _INCLUDED_MEDAL_AREA_H
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