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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Auto Repair
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_tf_class_commando.h"
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#include "c_tf_class_defender.h"
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#include "c_tf_class_escort.h"
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#include "c_tf_class_infiltrator.h"
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#include "c_tf_class_medic.h"
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#include "c_tf_class_recon.h"
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#include "c_tf_class_sniper.h"
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#include "c_tf_class_support.h"
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#include "c_tf_class_sapper.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerClass::C_PlayerClass( C_BaseTFPlayer *pPlayer )
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{
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// Save peer.
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m_pPlayer = pPlayer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerClass::~C_PlayerClass()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_PlayerClass *C_PlayerClass::Create( C_BaseTFPlayer *pPlayer, int iClassType )
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{
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// Create the class type
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switch ( iClassType )
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{
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case TFCLASS_COMMANDO: { return ( new C_PlayerClassCommando( pPlayer ) ); }
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case TFCLASS_DEFENDER: { return ( new C_PlayerClassDefender( pPlayer ) ); }
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case TFCLASS_ESCORT: { return ( new C_PlayerClassEscort( pPlayer ) ); }
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case TFCLASS_INFILTRATOR: { return ( new C_PlayerClassInfiltrator( pPlayer ) ); }
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case TFCLASS_MEDIC: { return ( new C_PlayerClassMedic( pPlayer ) ); }
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case TFCLASS_RECON: { return ( new C_PlayerClassRecon( pPlayer ) ); }
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case TFCLASS_SNIPER: { return ( new C_PlayerClassSniper( pPlayer ) ); }
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case TFCLASS_SUPPORT: { return ( new C_PlayerClassSupport( pPlayer ) ); }
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case TFCLASS_SAPPER: { return ( new C_PlayerClassSapper( pPlayer ) ); }
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default: { return NULL; }
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_PlayerClass::Destroy( C_PlayerClass *pPlayerClass )
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{
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if ( pPlayerClass )
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{
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delete pPlayerClass;
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}
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}
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