#ifndef _INCLUDED_NB_SELECT_WEAPON_ENTRY_H #define _INCLUDED_NB_SELECT_WEAPON_ENTRY_H #ifdef _WIN32 #pragma once #endif #include #include // == MANAGED_CLASS_DECLARATIONS_START: Do not edit by hand == class vgui::ImagePanel; class vgui::Label; class vgui::Panel; // == MANAGED_CLASS_DECLARATIONS_END == class CBitmapButton; class CNB_Select_Weapon_Entry : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CNB_Select_Weapon_Entry, vgui::EditablePanel ); public: CNB_Select_Weapon_Entry( vgui::Panel *parent, const char *name ); virtual ~CNB_Select_Weapon_Entry(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout(); virtual void OnThink(); virtual void OnCommand( const char *command ); virtual bool IsCursorOver(); // == MANAGED_MEMBER_POINTERS_START: Do not edit by hand == vgui::ImagePanel *m_pClassImage; vgui::Label *m_pClassLabel; vgui::Label *m_pNewLabel; vgui::ImagePanel *m_pLockedImage; vgui::Panel *m_pLockedBG; // == MANAGED_MEMBER_POINTERS_END == CBitmapButton *m_pWeaponImage; int m_nInventorySlot; // either 0 for primary/secondary or 2 for extra int m_nEquipIndex; int m_nProfileIndex; bool m_bCanEquip; char m_szLastImage[ 256 ]; }; #endif // _INCLUDED_NB_SELECT_WEAPON_ENTRY_H