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upload "kind" alien swarm
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#ifndef _INCLUDED_SQUAD_INVENTORY_PANEL_H
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#define _INCLUDED_SQUAD_INVENTORY_PANEL_H
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#include <vgui/VGUI.h>
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#include <vgui_controls/Panel.h>
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#include "asw_vgui_ingame_panel.h"
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class CSquad_Inventory_Panel_Entry;
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class C_ASW_Marine;
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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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// shows all the usable items your squad is carrying
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class CSquad_Inventory_Panel : public vgui::Panel, public CASW_VGUI_Ingame_Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( CSquad_Inventory_Panel, vgui::Panel );
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CSquad_Inventory_Panel( vgui::Panel *pParent, const char *pElementName );
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virtual ~CSquad_Inventory_Panel();
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virtual void PerformLayout();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void OnThink();
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virtual bool MouseClick(int x, int y, bool bRightClick, bool bDown);
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void UpdateList();
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protected:
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CUtlVector<CSquad_Inventory_Panel_Entry*> m_pEntries;
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};
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// individual entry in the list
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class CSquad_Inventory_Panel_Entry : public vgui::Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( CSquad_Inventory_Panel_Entry, vgui::Panel );
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CSquad_Inventory_Panel_Entry( vgui::Panel *pParent, const char *pElementName );
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virtual ~CSquad_Inventory_Panel_Entry();
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void SetDetails( C_ASW_Marine *pMarine, int iInventoryIndex );
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virtual void PerformLayout();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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void UpdateImage();
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void ShowTooltip();
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void ActivateItem();
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// details for this entry
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CHandle<C_ASW_Marine> m_hMarine;
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int m_iInventoryIndex;
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vgui::ImagePanel *m_pWeaponImage;
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vgui::Label *m_pMarineNameLabel;
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bool m_bMouseOver;
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};
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#endif // _INCLUDED_SQUAD_INVENTORY_PANEL_H
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