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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_FAIL_ADVICE_H
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#define _INCLUDED_ASW_FAIL_ADVICE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_shareddefs.h"
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#include "igamesystem.h"
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struct FailAdviceMessageStatus_t
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{
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int nPoints;
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int nPointsLastRound;
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int nCooldownRounds;
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int nData;
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FailAdviceMessageStatus_t( void )
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{
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nPoints = 0;
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nPointsLastRound = 0;
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nCooldownRounds = 0;
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nData = 0;
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}
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};
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class CASW_Fail_Advice : public CAutoGameSystem
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{
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public:
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CASW_Fail_Advice();
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~CASW_Fail_Advice();
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virtual bool Init();
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virtual void Shutdown();
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void DumpPointsToConsole( void );
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int UseCurrentFailAdvice( void );
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void IncrementPoints( int nMessage, int nPoints = 1 );
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void OnMissionStart( void );
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// low ammo
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void OnMarineOutOfAmmo( void );
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// infested lots
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void OnMarineInfested( void );
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// infested
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void OnMarineInfestedGibbed( void );
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// swarmed
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void OnSentryUsedWell( void );
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void OnMarineMobAttacked( void );
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// friendly fire
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void OnFriendlyFire( int nDamage );
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// hacker damaged
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void OnHackerHurt( int nDamage );
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void OnHackerDied( void );
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// wasted healing
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void OnMarineOverhealed( int nOverhealAmount );
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void OnMedSatchelEmpty( void );
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// ignored healing
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void OnHealGrenadeUsedWell( void );
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void OnMarineHealed( void );
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void OnMarineKilled( void );
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// ignored adrenaline
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void OnMarineUsedAdrenaline( void );
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//void OnMarineMobAttacked( void );
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// ignored secondary
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void OnMarineUsedSecondary( void );
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//void OnMarineMobAttacked( void );
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// ignored welder
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void OnAlienOpenDoor( void );
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void OnMarineWeldedDoor( void );
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// ignored lighting
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// slow progression
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void OnAlienSpawnedInfinite( void );
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// shield bug
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void OnShiedbugBlocked( void );
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void OnShiedbugKilled( void );
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// died alone
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void OnMarineKilledAlone( void );
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// started without any medics
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void OnNoMedicStart( void );
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// Retrieve total fail advice status
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const FailAdviceMessageStatus_t *GetFailAdviceStatus( void );
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private:
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FailAdviceMessageStatus_t m_Status[ ASW_FAIL_ADVICE_TOTAL ];
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};
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CASW_Fail_Advice* ASWFailAdvice();
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#endif // _INCLUDED_ASW_FAIL_ADVICE_H
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