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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_CLASS_RECON_H
#define TF_CLASS_RECON_H
#pragma once
#include "TFClassData_Shared.h"
#include "tf_playerclass.h"
class CTFJetpackSteam;
class CReconJetpackLevel;
//=====================================================================
// Recon
class CPlayerClassRecon : public CPlayerClass
{
public:
DECLARE_CLASS( CPlayerClassRecon, CPlayerClass );
CPlayerClassRecon( CBaseTFPlayer *pPlayer, TFClass iClass );
~CPlayerClassRecon();
virtual void ClassActivate( void );
virtual void ClassDeactivate( void );
virtual const char* GetClassModelString( int nTeam );
// Class Initialization
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 );
PlayerClassReconData_t *GetClassData( void ) { return &m_ClassData; }
virtual int CanBuild( int iObjectType );
virtual void ClassThink( void );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
virtual void CreatePersonalOrder();
// Hooks
virtual void SetPlayerHull( void );
CNetworkVarEmbedded( PlayerClassReconData_t, m_ClassData );
protected:
bool m_bHasRadarScanner;
};
EXTERN_SEND_TABLE( DT_PlayerClassReconData )
#endif // TF_CLASS_RECON_H
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