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Diffstat (limited to 'game/server/tf2/tf_class_defender.h')
| -rw-r--r-- | game/server/tf2/tf_class_defender.h | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_defender.h b/game/server/tf2/tf_class_defender.h new file mode 100644 index 0000000..7493797 --- /dev/null +++ b/game/server/tf2/tf_class_defender.h @@ -0,0 +1,77 @@ +//========= 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 |