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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_TF_CLASS_COMMANDO_H
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#define C_TF_CLASS_COMMANDO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_tf_playerclass.h"
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#include "dt_recv.h"
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class C_PlayerClassCommando : public C_PlayerClass
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{
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public:
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DECLARE_CLASS( C_PlayerClassCommando, C_PlayerClass );
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DECLARE_PREDICTABLE();
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C_PlayerClassCommando( C_BaseTFPlayer *pPlayer );
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virtual ~C_PlayerClassCommando();
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PlayerClassCommandoData_t *GetClassData( void ) { return &m_ClassData; }
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void ClassThink( void );
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void PostClassThink( void );
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void ClassPreDataUpdate( void );
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void ClassOnDataChanged( void );
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void CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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// Vehicles
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bool CanGetInVehicle( void );
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PlayerClassCommandoData_t m_ClassData;
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private:
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void CheckBullRushState( void );
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void InterpolateBullRushViewAngles( void );
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};
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EXTERN_RECV_TABLE( DT_PlayerClassCommandoData )
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#endif // C_TF_CLASS_COMMANDO_H
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