#ifndef _INCLUDED_NB_SELECT_WEAPON_PANEL_H #define _INCLUDED_NB_SELECT_WEAPON_PANEL_H #ifdef _WIN32 #pragma once #endif #include #include // == MANAGED_CLASS_DECLARATIONS_START: Do not edit by hand == class vgui::Label; class CNB_Horiz_List; class vgui::Panel; class vgui::Button; class CNB_Weapon_Detail; class CASW_Model_Panel; class CNB_Header_Footer; // == MANAGED_CLASS_DECLARATIONS_END == class CNB_Button; class CNB_Select_Weapon_Panel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CNB_Select_Weapon_Panel, vgui::EditablePanel ); public: CNB_Select_Weapon_Panel( vgui::Panel *parent, const char *name ); virtual ~CNB_Select_Weapon_Panel(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout(); virtual void OnThink(); virtual void OnCommand( const char *command ); void InitWeaponList(); void SelectWeapon( int nProfileIndex, int nInventorySlot ) { m_nProfileIndex = nProfileIndex; m_nInventorySlot = nInventorySlot; } // == MANAGED_MEMBER_POINTERS_START: Do not edit by hand == CNB_Header_Footer *m_pHeaderFooter; vgui::Label *m_pTitle; CNB_Horiz_List *m_pHorizList; vgui::Label *m_pWeaponLabel; vgui::Label *m_pDescriptionTitle; vgui::Label *m_pDescriptionLabel; CNB_Weapon_Detail *m_pWeaponDetail0; CNB_Weapon_Detail *m_pWeaponDetail1; CNB_Weapon_Detail *m_pWeaponDetail2; CNB_Weapon_Detail *m_pWeaponDetail3; CNB_Weapon_Detail *m_pWeaponDetail4; CNB_Weapon_Detail *m_pWeaponDetail5; CNB_Weapon_Detail *m_pWeaponDetail6; CASW_Model_Panel *m_pItemModelPanel; // == MANAGED_MEMBER_POINTERS_END == CNB_Button *m_pAcceptButton; CNB_Button *m_pBackButton; int m_nProfileIndex; int m_nInventorySlot; int m_nLastWeaponHash; }; #endif // _INCLUDED_NB_SELECT_WEAPON_PANEL_H