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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_COMMANDO_H
+#define TF_CLASS_COMMANDO_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_playerclass.h"
+#include "TFClassData_Shared.h"
+#include "basetfcombatweapon_shared.h"
+
+//=====================================================================
+// Commando
+class CPlayerClassCommando : public CPlayerClass
+{
+ DECLARE_CLASS( CPlayerClassCommando, CPlayerClass );
+public:
+ CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass );
+ virtual ~CPlayerClassCommando();
+
+ 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 );
+
+ // Should we take damage-based force?
+ virtual bool ShouldApplyDamageForce( const CTakeDamageInfo &info );
+
+ PlayerClassCommandoData_t *GetClassData( void ) { return &m_ClassData; }
+
+ // Class Abilities
+ virtual void ClassThink( void );
+
+ // Resources
+ int ClassCostAdjustment( ResupplyBuyType_t nType );
+
+ // Objects
+ virtual int CanBuild( int iObjectType );
+ virtual void FinishedObject( CBaseObject *pObject );
+
+ virtual bool ClientCommand( const CCommand &args );
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+
+ // Adrenalin Rush
+ virtual void CalculateRush( void );
+ virtual void StartAdrenalinRush( void );
+
+ // Automatic Melee Attack
+ virtual void Boot( CBaseTFPlayer *pTarget );
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+ virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
+
+ // Orders.
+ virtual void CreatePersonalOrder( void );
+
+ // Bull Rush.
+ bool InBullRush( void );
+ bool CanBullRush( void );
+ void BullRushTouch( CBaseEntity *pTouched );
+
+ CNetworkVarEmbedded( PlayerClassCommandoData_t, m_ClassData );
+
+ // Player physics shadow.
+ void InitVCollision( void );
+
+ // Vehicle
+ bool CanGetInVehicle( void );
+
+protected:
+ // BullRush
+ void PreBullRush( void );
+ void PostBullRush( void );
+
+protected:
+ // Adrenalin Rush
+ bool m_bCanRush; // True if he has the ability to rush
+ bool m_bPersonalRush; // True if this he started his current rush, or outside effect
+ bool m_bHasBattlecry; // True if he has the ability to battlecry
+
+ // Weapons
+ CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
+// CHandle<CBaseTFCombatWeapon> m_hWpnGrenade;
+
+ // Automatic Melee Attack
+ bool m_bCanBoot; // True if he has the ability to boot
+ float m_flNextBootCheck; // Time at which to recheck for the automatic melee attack
+
+ bool m_bOldBullRush;
+
+ CUtlVector<CBaseTFPlayer*> m_aHitPlayers; // Player I have hit during this bullrush.
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassCommandoData )
+
+#endif // TF_CLASS_COMMANDO_H