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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
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