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game/client/cstrike15/Scaleform/HUD/sfhudwinpanel.h
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game/client/cstrike15/Scaleform/HUD/sfhudwinpanel.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SFHUDWINPANEL_H
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#define SFHUDWINPANEL_H
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#pragma once
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#include "hudelement.h"
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#include "ehandle.h"
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#include "hud.h"
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#include "hud_element_helper.h"
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#include "scaleformui/scaleformui.h"
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#include "sfhudflashinterface.h"
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#include "cs_gamerules.h"
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#include "c_cs_player.h"
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#include "weapon_csbase.h"
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#include "takedamageinfo.h"
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#include "weapon_csbase.h"
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#include "ammodef.h"
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#include <vgui_controls/Panel.h>
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enum
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{
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WIN_EXTRATYPE_NONE = 0,
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WIN_EXTRATYPE_AWARD,
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WIN_EXTRATYPE_RANK,
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WIN_EXTRATYPE_ELO,
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WIN_EXTRATYPE_GGNEXT,
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WIN_EXTRATYPE_SEASONRANK,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Used to draw the history of weapon / item pickups and purchases by the player
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//-----------------------------------------------------------------------------
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class SFHudWinPanel: public SFHudFlashInterface, public IShaderDeviceDependentObject
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{
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public:
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explicit SFHudWinPanel( const char *value );
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virtual void LevelInit( void );
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virtual void LevelShutdown( void );
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virtual void SetActive( bool bActive );
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virtual void FlashReady( void );
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virtual bool PreUnloadFlash( void );
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virtual void ProcessInput( void );
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virtual void FireGameEvent( IGameEvent * event );
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virtual bool ShouldDraw( void );
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// Offsets the Y location of the win panel
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void ApplyYOffset( int nOffset );
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bool IsVisible( void );
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// IShaderDeviceDependentObject methods
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virtual void DeviceLost( void ) { }
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virtual void DeviceReset( void *pDevice, void *pPresentParameters, void *pHWnd );
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virtual void ScreenSizeChanged( int width, int height ) { }
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int m_iMVP;
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protected:
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void SetMVP( C_CSPlayer* pPlayer, CSMvpReason_t reason, int32 nMusicKitMVPs = 0 );
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void SetFunFactLabel( const wchar *szFunFact );
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void SetProgressBarText( int nAmount, const wchar *wszDescText );
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//void MovieClipSetVisibility( SFVALUE panel, bool bShow );
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//void TextPanelSetVisibility( ISFTextObject* panel, bool bShow );
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private:
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void ShowTeamWinPanel( int result, const char* winnerText );
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void ShowGunGameWinPanel( void /*int nWinner, int nSecond, int nThird*/ );
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void ShowWinExtraDataPanel( int nExtraPanelType );
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void SetWinPanelExtraData( void );
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void Hide( void );
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SFVALUE m_hWinPanelParent;
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ISFTextObject* m_hWinner;
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ISFTextObject* m_hReason;
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ISFTextObject* m_hMVP;
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ISFTextObject* m_hSurrender;
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ISFTextObject* m_hFunFact;
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SFVALUE m_hEloPanel;
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SFVALUE m_hRankPanel;
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SFVALUE m_hItemPanel;
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SFVALUE m_hMedalPanel;
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SFVALUE m_hProgressText;
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SFVALUE m_hNextWeaponPanel;
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bool m_bVisible;
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int m_nFunFactPlayer;
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string_t m_nFunfactToken;
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int m_nFunFactParam1;
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int m_nFunFactParam2;
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int m_nFunFactParam3;
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int m_nRoundStartELO;
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bool m_bShouldSetWinPanelExtraData;
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float m_fSetWinPanelExtraDataTime;
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};
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#endif // SFHUDWINPANEL_H
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