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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 "tf_gamemovement_chooser.h"
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#include "tf_movedata.h"
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static CTFGameMovementChooser g_GameMovement;
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IGameMovement *g_pGameMovement = ( IGameMovement* )&g_GameMovement;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGameMovementChooser::CTFGameMovementChooser()
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{
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// Allocate memory for a movement type for each class (0 = undecided)
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m_Movements.SetSize( TFCLASS_CLASS_COUNT );
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// NOTE: the order here matches the enum order in tf_shareddefs.h
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m_Movements[TFCLASS_RECON] = &m_ReconMovement;
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m_Movements[TFCLASS_COMMANDO] = &m_CommandoMovement;
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m_Movements[TFCLASS_MEDIC] = &m_MedicMovement;
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m_Movements[TFCLASS_DEFENDER] = &m_DefenderMovement;
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m_Movements[TFCLASS_SNIPER] = &m_SniperMovement;
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m_Movements[TFCLASS_SUPPORT] = &m_SupportMovement;
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m_Movements[TFCLASS_ESCORT] = &m_EscortMovement;
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m_Movements[TFCLASS_SAPPER] = &m_SapperMovement;
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m_Movements[TFCLASS_INFILTRATOR] = &m_InfiltratorMovement;
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m_Movements[TFCLASS_PYRO] = &m_PyroMovement;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGameMovementChooser::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData )
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{
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// Convert CMoveData to CTFMoveData
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CTFMoveData *pTFMoveData = static_cast<CTFMoveData*>( pMoveData );
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// Cache the current class id
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m_nClassID = pTFMoveData->m_nClassID;
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// Player class movement. (If possible)
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if ( m_nClassID != TFCLASS_UNDECIDED )
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{
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m_Movements[m_nClassID]->ProcessClassMovement( (CBaseTFPlayer *)pPlayer, pTFMoveData );
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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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const Vector &CTFGameMovementChooser::GetPlayerMins( bool ducked ) const
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{
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// Player class mins.
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return m_Movements[m_nClassID]->GetPlayerMins( ducked );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const Vector &CTFGameMovementChooser::GetPlayerMaxs( bool ducked ) const
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{
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return m_Movements[m_nClassID]->GetPlayerMins( ducked );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const Vector &CTFGameMovementChooser::GetPlayerViewOffset( bool ducked ) const
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{
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return m_Movements[m_nClassID]->GetPlayerViewOffset( ducked );
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}
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