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feat: add campaign manager entity
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@PointClass base(BaseEntity)
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iconsprite("editor/info_campaign_manager.vmt")
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= info_campaign_manager: "Management entity for campaign/workshop maps. Used to transition to other maps or change campaign state."
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[
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// Control Functions
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input PreviousMap(void) : "Immediately load the previous map in the campaign script."
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input NextMap(void) : "Immediately load the next map in the campaign script."
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input MarkCampaignComplete(void) : "Mark the campaign as completed. Will unlock all chapters."
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input ExitGame(void) : "Trigger the evaluation screen where a player can vote on your campaign/map."
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// TODO: make campaign system handle non-linear stuff
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// better before implementing this!
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// ------------------------------------------------------
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// Getter Functions
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// input GetChapterProgress(void) : ""
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// input GetCampaignProgress(void) : ""
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// Setter Functions
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// input SetChapterLockState(string) : ""
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// Outputs
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// output OnGetChapterProgress(int) : ""
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// output OnGetCampaignProgress(int) : ""
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]
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Sprite
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{
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$baseTexture "editor/info_campaign_manager"
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$spriteorientation "vp_parallel"
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$spriteorigin "[ 0.50 0.50 ]"
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$spriterendermode 2
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$no_fullbright 1
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}
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