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78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defender player class
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_CLASS_DEFENDER_H
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#define TF_CLASS_DEFENDER_H
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#pragma once
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#include "TFClassData_Shared.h"
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//=====================================================================
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// Defender
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class CPlayerClassDefender : public CPlayerClass
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{
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public:
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DECLARE_CLASS( CPlayerClassDefender, CPlayerClass );
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CPlayerClassDefender( CBaseTFPlayer *pPlayer, TFClass iClass );
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~CPlayerClassDefender();
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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 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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PlayerClassDefenderData_t *GetClassData( void ) { return &m_ClassData; }
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virtual void PlayerDied( CBaseEntity *pAttacker );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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virtual void UpdateSentrygunTechnology( void );
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// Sentrygun building
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virtual int CanBuild( int iObjectType );
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int CanBuildSentryGun();
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virtual void FinishedObject( CBaseObject *pObject );
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// Orders.
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virtual void CreatePersonalOrder();
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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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// Player physics shadow.
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void InitVCollision( void );
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public:
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// Sentrygun building
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int m_iNumberOfSentriesAllowed;
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bool m_bHasSmarterSentryguns;
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bool m_bHasSensorSentryguns;
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// Sentrygun types
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bool m_bHasMachinegun;
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bool m_bHasRocketlauncher;
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bool m_bHasAntiair;
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// Weapons
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CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
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private:
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PlayerClassDefenderData_t m_ClassData;
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};
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EXTERN_SEND_TABLE( DT_PlayerClassDefenderData )
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#endif // TF_CLASS_DEFENDER_H
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