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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Defender player class
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_DEFENDER_H
+#define TF_CLASS_DEFENDER_H
+#pragma once
+
+#include "TFClassData_Shared.h"
+
+//=====================================================================
+// Defender
+class CPlayerClassDefender : public CPlayerClass
+{
+public:
+ DECLARE_CLASS( CPlayerClassDefender, CPlayerClass );
+
+ CPlayerClassDefender( CBaseTFPlayer *pPlayer, TFClass iClass );
+ ~CPlayerClassDefender();
+
+ 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 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 );
+
+ PlayerClassDefenderData_t *GetClassData( void ) { return &m_ClassData; }
+
+ virtual void PlayerDied( CBaseEntity *pAttacker );
+
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+ virtual void UpdateSentrygunTechnology( void );
+
+ // Sentrygun building
+ virtual int CanBuild( int iObjectType );
+ int CanBuildSentryGun();
+ virtual void FinishedObject( CBaseObject *pObject );
+
+ // Orders.
+ virtual void CreatePersonalOrder();
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+ virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
+
+ // Player physics shadow.
+ void InitVCollision( void );
+
+public:
+ // Sentrygun building
+ int m_iNumberOfSentriesAllowed;
+ bool m_bHasSmarterSentryguns;
+ bool m_bHasSensorSentryguns;
+ // Sentrygun types
+ bool m_bHasMachinegun;
+ bool m_bHasRocketlauncher;
+ bool m_bHasAntiair;
+
+ // Weapons
+ CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
+
+private:
+ PlayerClassDefenderData_t m_ClassData;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassDefenderData )
+
+#endif // TF_CLASS_DEFENDER_H