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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_ORDER_ASSIST_H
#define TF_ORDER_ASSIST_H
#ifdef _WIN32
#pragma once
#endif
#include "order_player.h"
class CPlayerClass;
class COrderAssist : public COrderPlayer
{
public:
DECLARE_CLASS( COrderAssist, COrderPlayer );
DECLARE_SERVERCLASS();
// Create an order for the player.
static bool CreateOrder( CPlayerClass *pClass );
// COrder overrides.
public:
virtual bool Update();
virtual bool UpdateOnEvent( COrderEvent_Base *pEvent );
private:
enum
{
NUM_ASSIST_ENEMIES = 2
};
// The order goes away when the player who has the assist order shoots
// one of these enemies.
CHandle<CBaseEntity> m_Enemies[NUM_ASSIST_ENEMIES];
};
#endif // TF_ORDER_ASSIST_H
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