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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_class_medic.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Medic playerclass
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_MEDIC_H
+#define TF_CLASS_MEDIC_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "TFClassData_Shared.h"
+
+//=====================================================================
+// Medic
+class CPlayerClassMedic : public CPlayerClass
+{
+ DECLARE_CLASS( CPlayerClassMedic, CPlayerClass );
+public:
+ CPlayerClassMedic( CBaseTFPlayer *pPlayer, TFClass iClass );
+ virtual ~CPlayerClassMedic();
+
+ virtual void ClassActivate( void );
+ virtual void ClassDeactivate( void );
+
+ virtual const char* GetClassModelString( int nTeam );
+
+ // Class Initialization
+ virtual void CreateClass( void ); // Create the class upon initial spawn
+ virtual void RespawnClass( void ); // Called upon all respawns
+ virtual bool ResupplyAmmo( float flPercentage, ResupplyReason_t reason );
+ virtual void SetupMoveData( void ); // Override class specific movement data here.
+ virtual void SetupSizeData( void ); // Override class specific size data here.
+ virtual void ResetViewOffset( void );
+
+ PlayerClassMedicData_t *GetClassData( void ) { return &m_ClassData; }
+
+ virtual void ClassThink( void );
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+
+ // Objects
+ int CanBuild( int iObjectType );
+
+ // Orders
+ virtual void CreatePersonalOrder( void );
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+ virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
+
+ virtual float OnTakeDamage( const CTakeDamageInfo &info );
+
+ // Player physics shadow.
+ void InitVCollision( void );
+
+protected:
+
+ // Weapons
+ CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
+
+ bool m_bHasAutoRepair;
+ float m_flNextHealTime;
+
+ PlayerClassMedicData_t m_ClassData;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassMedicData )
+
+#endif // TF_CLASS_MEDIC_H