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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 TF_CLASS_COMMANDO_H
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#define 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 "tf_playerclass.h"
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#include "TFClassData_Shared.h"
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#include "basetfcombatweapon_shared.h"
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//=====================================================================
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// Commando
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class CPlayerClassCommando : public CPlayerClass
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{
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DECLARE_CLASS( CPlayerClassCommando, CPlayerClass );
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public:
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CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass );
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virtual ~CPlayerClassCommando();
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virtual void ClassActivate( void );
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virtual void ClassDeactivate( void );
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virtual const char* GetClassModelString( int nTeam );
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// Class Initialization
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virtual void CreateClass( void ); // Create the class upon initial spawn
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virtual void RespawnClass( void ); // Called upon all respawns
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virtual bool ResupplyAmmo( float flPercentage, ResupplyReason_t reason );
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virtual void SetupMoveData( void ); // Override class specific movement data here.
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virtual void SetupSizeData( void ); // Override class specific size data here.
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virtual void ResetViewOffset( void );
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// Should we take damage-based force?
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virtual bool ShouldApplyDamageForce( const CTakeDamageInfo &info );
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PlayerClassCommandoData_t *GetClassData( void ) { return &m_ClassData; }
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// Class Abilities
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virtual void ClassThink( void );
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// Resources
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int ClassCostAdjustment( ResupplyBuyType_t nType );
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// Objects
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virtual int CanBuild( int iObjectType );
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virtual void FinishedObject( CBaseObject *pObject );
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virtual bool ClientCommand( const CCommand &args );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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// Adrenalin Rush
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virtual void CalculateRush( void );
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virtual void StartAdrenalinRush( void );
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// Automatic Melee Attack
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virtual void Boot( CBaseTFPlayer *pTarget );
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// Hooks
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virtual void SetPlayerHull( void );
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virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
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// Orders.
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virtual void CreatePersonalOrder( void );
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// Bull Rush.
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bool InBullRush( void );
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bool CanBullRush( void );
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void BullRushTouch( CBaseEntity *pTouched );
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CNetworkVarEmbedded( PlayerClassCommandoData_t, m_ClassData );
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// Player physics shadow.
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void InitVCollision( void );
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// Vehicle
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bool CanGetInVehicle( void );
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protected:
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// BullRush
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void PreBullRush( void );
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void PostBullRush( void );
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protected:
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// Adrenalin Rush
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bool m_bCanRush; // True if he has the ability to rush
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bool m_bPersonalRush; // True if this he started his current rush, or outside effect
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bool m_bHasBattlecry; // True if he has the ability to battlecry
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// Weapons
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CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
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// CHandle<CBaseTFCombatWeapon> m_hWpnGrenade;
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// Automatic Melee Attack
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bool m_bCanBoot; // True if he has the ability to boot
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float m_flNextBootCheck; // Time at which to recheck for the automatic melee attack
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bool m_bOldBullRush;
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CUtlVector<CBaseTFPlayer*> m_aHitPlayers; // Player I have hit during this bullrush.
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};
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EXTERN_SEND_TABLE( DT_PlayerClassCommandoData )
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#endif // TF_CLASS_COMMANDO_H
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