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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Sapper player class
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_SAPPER_H
+#define TF_CLASS_SAPPER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "TFClassData_Shared.h"
+#include "damagemodifier.h"
+
+class CEMPPulseStatus;
+class CBaseObject;
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Sapper
+//-----------------------------------------------------------------------------
+class CPlayerClassSapper : public CPlayerClass
+{
+public:
+ DECLARE_CLASS( CPlayerClassSapper, CPlayerClass );
+
+ CPlayerClassSapper( CBaseTFPlayer *pPlayer, TFClass iClass );
+ ~CPlayerClassSapper();
+
+ // Any objects created/owned by class should be allocated and destroyed here
+ 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 );
+
+ PlayerClassSapperData_t *GetClassData( void ) { return &m_ClassData; }
+
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+
+ virtual void ClassThink( void );
+
+ // Energy draining
+ void AddDrainedEnergy( float flEnergy );
+
+ // See if the player has not moved in time_required seconds
+ bool CheckStationaryTime( float time_required );
+
+ // Orders
+ virtual void CreatePersonalOrder( void );
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+
+ float GetDrainedEnergy( void );
+ void DeductDrainedEnergy( float flEnergy );
+
+public:
+ CNetworkVar( float, m_flDrainedEnergy );
+
+private:
+ bool m_bHasMediumRangeEMP;
+ bool m_bHasFasterRechargingEMP;
+ bool m_bHasHugeRadiusEMP;
+ bool m_bHasLongerLastingEMPEffect;
+
+ // Energy drained with the drainbeam
+ float m_flBoostEndTime;
+ CDamageModifier m_DamageModifier;
+
+ static int m_nEffectIndex;
+ CEMPPulseStatus *m_pEMPPulseStatus;
+
+ Vector m_vecLastOrigin;
+ float m_flLastMoveTime;
+
+ PlayerClassSapperData_t m_ClassData;
+
+ // Weapons
+ CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassSapperData )
+
+
+extern char *g_pszEMPPulseStart;
+
+#endif // TF_CLASS_SAPPER_H