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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Infiltrator
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_INFILTRATOR_H
+#define TF_CLASS_INFILTRATOR_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#define INFILTRATOR_EAVESDROP_RADIUS 256.0f
+#define INFILTRATOR_DISGUISE_TIME 3.0f
+
+// Time after losing camo before the infiltrator can re-camo
+#define INFILTRATOR_RECAMO_TIME 5.0
+// Time after spawning that the infilitrator's camo kicks in
+#define INFILTRATOR_CAMOTIME_AFTER_SPAWN 3.0
+
+#include "TFClassData_Shared.h"
+
+class CLootableCorpse;
+
+//=====================================================================
+// Infiltrator
+class CPlayerClassInfiltrator : public CPlayerClass
+{
+ DECLARE_CLASS( CPlayerClassInfiltrator, CPlayerClass );
+public:
+ CPlayerClassInfiltrator( CBaseTFPlayer *pPlayer, TFClass iClass );
+ ~CPlayerClassInfiltrator();
+
+ virtual void ClassActivate( void );
+
+ virtual const char* GetClassModelString( int nTeam );
+
+ // Class Initialization
+ 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 );
+
+ PlayerClassInfiltratorData_t *GetClassData( void ) { return &m_ClassData; }
+
+ virtual void ClassThink( void );
+ virtual void ClearCamouflage( void );
+
+ virtual int CanBuild( int iObjectType );
+ virtual bool ClientCommand( const CCommand &args );
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+
+ void CheckForAssassination( void );
+
+ // Disguise
+ virtual void FinishedDisguising( void );
+ virtual void StopDisguising( void );
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+
+protected:
+ bool m_bCanConsumeCorpses;
+ float m_flStartCamoAt;
+
+ // Assassination weapon
+ //CHandle<CWeaponInfiltrator> m_hAssassinationWeapon;
+ CHandle<CBaseCombatWeapon> m_hSwappedWeapon;
+
+ PlayerClassInfiltratorData_t m_ClassData;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassInfiltratorData )
+
+#endif // TF_CLASS_INFILTRATOR_H