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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Medic playerclass
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_CLASS_MEDIC_H
#define TF_CLASS_MEDIC_H
#ifdef _WIN32
#pragma once
#endif
#include "TFClassData_Shared.h"
//=====================================================================
// Medic
class CPlayerClassMedic : public CPlayerClass
{
DECLARE_CLASS( CPlayerClassMedic, CPlayerClass );
public:
CPlayerClassMedic( CBaseTFPlayer *pPlayer, TFClass iClass );
virtual ~CPlayerClassMedic();
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 );
PlayerClassMedicData_t *GetClassData( void ) { return &m_ClassData; }
virtual void ClassThink( void );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
// Objects
int CanBuild( int iObjectType );
// Orders
virtual void CreatePersonalOrder( void );
// Hooks
virtual void SetPlayerHull( void );
virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
virtual float OnTakeDamage( const CTakeDamageInfo &info );
// Player physics shadow.
void InitVCollision( void );
protected:
// Weapons
CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
bool m_bHasAutoRepair;
float m_flNextHealTime;
PlayerClassMedicData_t m_ClassData;
};
EXTERN_SEND_TABLE( DT_PlayerClassMedicData )
#endif // TF_CLASS_MEDIC_H
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