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upload "kind" alien swarm
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#ifndef _INCLUDED_MISSION_COMPLETE_PANEL_H
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#define _INCLUDED_MISSION_COMPLETE_PANEL_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/EditablePanel.h>
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#include "asw_shareddefs.h"
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class RestartMissionButton;
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class ReturnCampaignMapButton;
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class MissionStatsPanel;
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class BriefingPropertySheet;
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class CExperienceReport;
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class StatsReport;
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class BriefingStartButton;
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class CNB_Header_Footer;
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class CNB_Button;
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class CMission_Complete_Message;
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class CNB_Vote_Panel;
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namespace vgui
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{
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class IScheme;
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class Button;
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class ImagePanel;
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};
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#define MAX_STAT_LINES 8
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#define ASW_MAX_MISSION_COMPLETE_TABS 2
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// this panel is shown when a mission ends (contains child elements for showing success/fail messages, stats, etc.)
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class MissionCompletePanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( MissionCompletePanel, vgui::EditablePanel );
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public:
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MissionCompletePanel(vgui::Panel *parent, const char *name, bool bSuccess);
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virtual ~MissionCompletePanel();
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virtual void OnThink();
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//virtual void OnScreenSizeChanged(int iOldWide, int iOldTall);
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virtual void PerformLayout();
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void ApplySchemeSettings( vgui::IScheme *scheme );
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void ShowImageAndPlaySound();
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void OnCommand(const char *command);
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vgui::Panel* m_pMainElements; // all the main elements of debrief are put into this subpanel to keep it behind the win screen
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CNB_Header_Footer *m_pHeaderFooter;
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CNB_Header_Footer *m_pFailedHeaderFooter;
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CMission_Complete_Message* m_pResultImage; // success/fail
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vgui::Label* m_pFailAdvice; // strat advice
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vgui::Label * m_pMissionName;
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vgui::ImagePanel* m_pIconForwardArrow; // arrow to the left of the fail hint
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CNB_Button *m_pRestartButton;
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vgui::ImagePanel *m_pReadyCheckImage;
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CNB_Button *m_pReadyButton;
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CNB_Button *m_pContinueButton;
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CNB_Button *m_pNextButton;
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StatsReport* m_pStatsPanel;
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vgui::HFont m_LargeFont;
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CNB_Vote_Panel *m_pVotePanel;
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bool m_bSuccess;
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int m_iStage;
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float m_fNextStageTime;
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bool m_bViewedStatsPage;
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BriefingPropertySheet *m_PropertySheet;
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CExperienceReport *m_pExperienceReport;
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void UpdateVisibleButtons();
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CNB_Button *m_pTab[ ASW_MAX_MISSION_COMPLETE_TABS ];
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enum
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{
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MCP_STAGE_INITIAL_DELAY,
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MCP_STAGE_FAILSUCCESS,
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MCP_STAGE_FAILSUCCESS_FADE,
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MCP_STAGE_STATS
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};
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bool m_bSetAlpha;
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void OnWeaponUnlocked( const char *pszWeaponClass );
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void ShowQueuedUnlockPanels();
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void OnSuggestDifficulty( bool bIncrease );
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vgui::DHANDLE<vgui::Panel> m_hSubScreen;
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bool m_bCreditsSeen;
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float m_flForceVisibleButtonsTime;
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bool m_bShowQueuedUnlocks;
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void UpdateQueuedUnlocks();
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CUtlVector<const char*> m_aUnlockedWeapons;
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};
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#endif // _INCLUDED_MISSION_COMPLETE_PANEL_H
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