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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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#ifndef TF_GAMEMOVEMENT_COMMANDO_H
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#define TF_GAMEMOVEMENT_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_gamemovement.h"
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#include "tfclassdata_shared.h"
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class CTFMoveData;
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//=============================================================================
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//
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// Commando Game Movement Class
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//
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class CTFGameMovementCommando : public CTFGameMovement
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{
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public:
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DECLARE_CLASS( CTFGameMovementCommando, CTFGameMovement );
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CTFGameMovementCommando();
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// Interface Implementation
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void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData );
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Vector const &GetPlayerMins( bool bDucked ) const;
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Vector const &GetPlayerMaxs( bool bDucked ) const;
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Vector const &GetPlayerViewOffset( bool bDucked ) const;
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protected:
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// TF2 movement overrides.
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bool PrePlayerMove( void );
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void HandlePlayerMove( void );
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void HandleDuck( void );
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void SetupViewAngles( void );
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void UpdateTimers( void );
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void SetupSpeed( void );
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bool CalcWishVelocityAndPosition( Vector &vWishPos, Vector &vWishDir, float &flWishSpeed );
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bool CheckDoubleTapForward( void );
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void CheckBullRush( void );
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void BullRushMove( void );
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PlayerClassCommandoData_t *m_pCommandoData;
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Vector m_vStandMins;
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Vector m_vStandMaxs;
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Vector m_vStandViewOffset;
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Vector m_vDuckMins;
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Vector m_vDuckMaxs;
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Vector m_vDuckViewOffset;
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};
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#endif // TF_GAMEMOVEMENT_COMMANDO_H
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