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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_ESCORT_H
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#define TF_CLASS_ESCORT_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 "tf_shieldshared.h"
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class CShield;
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class CWeaponShield;
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//=====================================================================
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// Indirect
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class CPlayerClassEscort : public CPlayerClass
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{
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public:
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DECLARE_CLASS( CPlayerClassEscort, CPlayerClass );
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CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass );
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~CPlayerClassEscort();
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virtual void ClassActivate( 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 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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PlayerClassEscortData_t *GetClassData( void ) { return &m_ClassData; }
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// Hooks
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virtual void SetPlayerHull( void );
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// Powerups
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virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
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virtual void PowerupEnd( int iPowerup );
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private:
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// Purpose:
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CWeaponShield *GetProjectedShield( void );
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protected:
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PlayerClassEscortData_t m_ClassData;
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CHandle<CWeaponShield> m_hWeaponProjectedShield;
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};
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EXTERN_SEND_TABLE( DT_PlayerClassEscortData )
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#endif // TF_CLASS_ESCORT_H
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