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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_CLASS_SNIPER_H
+#define TF_CLASS_SNIPER_H
+#pragma once
+
+#include "TFClassData_Shared.h"
+
+
+//=====================================================================
+// Sniper
+class CPlayerClassSniper : public CPlayerClass
+{
+public:
+ DECLARE_CLASS( CPlayerClassSniper, CPlayerClass );
+
+ CPlayerClassSniper( CBaseTFPlayer *pPlayer, TFClass iClass );
+ ~CPlayerClassSniper();
+
+ virtual void ClassActivate( void );
+ virtual void ClassDeactivate( void );
+
+ virtual const char* GetClassModelString( int nTeam );
+
+ virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
+
+ // 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 );
+
+ PlayerClassSniperData_t *GetClassData( void ) { return &m_ClassData; }
+
+ // Deployment
+ virtual float GetDeployTime( void );
+
+ // Class abilities
+ virtual void ClassThink();
+ // Hiding
+ void CheckHiding( void );
+
+ // Orders
+ virtual void CreatePersonalOrder( void );
+
+ // Hooks
+ virtual void SetPlayerHull( void );
+
+protected:
+ // Hiding
+ bool m_bHiding;
+ float m_flHideTransparency;
+ float m_flLastHideUpdate;
+
+ PlayerClassSniperData_t m_ClassData;
+
+private:
+ bool m_bCanHide;
+};
+
+EXTERN_SEND_TABLE( DT_PlayerClassSniperData )
+
+#endif // TF_CLASS_SNIPER_H