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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_SNIPER_H
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#define TF_CLASS_SNIPER_H
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#pragma once
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#include "TFClassData_Shared.h"
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//=====================================================================
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// Sniper
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class CPlayerClassSniper : public CPlayerClass
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{
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public:
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DECLARE_CLASS( CPlayerClassSniper, CPlayerClass );
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CPlayerClassSniper( CBaseTFPlayer *pPlayer, TFClass iClass );
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~CPlayerClassSniper();
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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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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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// Class Initialization
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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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PlayerClassSniperData_t *GetClassData( void ) { return &m_ClassData; }
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// Deployment
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virtual float GetDeployTime( void );
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// Class abilities
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virtual void ClassThink();
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// Hiding
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void CheckHiding( void );
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// Orders
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virtual void CreatePersonalOrder( void );
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// Hooks
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virtual void SetPlayerHull( void );
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protected:
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// Hiding
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bool m_bHiding;
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float m_flHideTransparency;
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float m_flLastHideUpdate;
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PlayerClassSniperData_t m_ClassData;
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private:
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bool m_bCanHide;
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};
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EXTERN_SEND_TABLE( DT_PlayerClassSniperData )
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#endif // TF_CLASS_SNIPER_H
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