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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_VOTING_MISSIONS_H
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#define _INCLUDED_ASW_VOTING_MISSIONS_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 "missionchooser/iasw_mission_chooser_source.h"
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class CASW_Player;
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// this class asks the server's local mission source to find maps, campaigns and saved games
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// then puts them into networked strings to network down to an individual player
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class CASW_Voting_Missions : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CASW_Voting_Missions, CBaseEntity );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Voting_Missions();
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virtual void Spawn();
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void SetListType(CASW_Player *pPlayer, int iListType, int nOffset, int iNumSlots, int iCampaignIndex=-1);
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void ScanThink();
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int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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CHandle<CASW_Player> m_hPlayer; // the player this entity is networking map names to
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CNetworkVar(int, m_iListType); // 0 = none, 1 = missions, 2 = campaigns, 3 = saved games
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int m_nOffset;
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int m_iNumSlots;
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CNetworkVar(int, m_nCampaignIndex);
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CNetworkVar(int, m_iNumMissions);
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CNetworkVar(int, m_iNumOverviewMissions);
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CNetworkVar(int, m_iNumCampaigns);
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CNetworkVar(int, m_iNumSavedCampaigns);
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CNetworkArray( string_t, m_iszMissionNames, ASW_SAVES_PER_PAGE );
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CNetworkArray( string_t, m_iszCampaignNames, ASW_CAMPAIGNS_PER_PAGE );
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CNetworkArray( string_t, m_iszSaveNames, ASW_SAVES_PER_PAGE );
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CNetworkArray( string_t, m_iszSaveCampaignNames, ASW_SAVES_PER_PAGE );
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CNetworkArray( string_t, m_iszSaveDateTimes, ASW_SAVES_PER_PAGE );
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CNetworkArray( string_t, m_iszSavePlayerNames, ASW_SAVES_PER_PAGE );
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CNetworkArray( int, m_iSaveMissionsComplete, ASW_SAVES_PER_PAGE );
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};
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#endif /* _INCLUDED_ASW_WEAPON_RIFLE_H */
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