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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_ESCORT_H
+#define TF_CLASS_ESCORT_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "tf_playerclass.h"
+#include "TFClassData_Shared.h"
+#include "tf_shieldshared.h"
+
+class CShield;
+class CWeaponShield;
+
+//=====================================================================
+// Indirect
+class CPlayerClassEscort : public CPlayerClass
+{
+public:
+ DECLARE_CLASS( CPlayerClassEscort, CPlayerClass );
+
+ CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass );
+ ~CPlayerClassEscort();
+
+ virtual void ClassActivate( 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 );
+
+ PlayerClassEscortData_t *GetClassData( void ) { return &m_ClassData; }
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+
+ // Powerups
+ virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
+ virtual void PowerupEnd( int iPowerup );
+
+private:
+ // Purpose:
+ CWeaponShield *GetProjectedShield( void );
+
+protected:
+ PlayerClassEscortData_t m_ClassData;
+ CHandle<CWeaponShield> m_hWeaponProjectedShield;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassEscortData )
+
+#endif // TF_CLASS_ESCORT_H