mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 22:56:50 +00:00
113 lines
3.2 KiB
C++
113 lines
3.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef TF_CLASS_COMMANDO_H
|
|
#define TF_CLASS_COMMANDO_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "tf_playerclass.h"
|
|
#include "TFClassData_Shared.h"
|
|
#include "basetfcombatweapon_shared.h"
|
|
|
|
//=====================================================================
|
|
// Commando
|
|
class CPlayerClassCommando : public CPlayerClass
|
|
{
|
|
DECLARE_CLASS( CPlayerClassCommando, CPlayerClass );
|
|
public:
|
|
CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass );
|
|
virtual ~CPlayerClassCommando();
|
|
|
|
virtual void ClassActivate( void );
|
|
virtual void ClassDeactivate( void );
|
|
|
|
virtual const char* GetClassModelString( int nTeam );
|
|
|
|
// Class Initialization
|
|
virtual void CreateClass( void ); // Create the class upon initial spawn
|
|
virtual void RespawnClass( void ); // Called upon all respawns
|
|
virtual bool ResupplyAmmo( float flPercentage, ResupplyReason_t reason );
|
|
virtual void SetupMoveData( void ); // Override class specific movement data here.
|
|
virtual void SetupSizeData( void ); // Override class specific size data here.
|
|
virtual void ResetViewOffset( void );
|
|
|
|
// Should we take damage-based force?
|
|
virtual bool ShouldApplyDamageForce( const CTakeDamageInfo &info );
|
|
|
|
PlayerClassCommandoData_t *GetClassData( void ) { return &m_ClassData; }
|
|
|
|
// Class Abilities
|
|
virtual void ClassThink( void );
|
|
|
|
// Resources
|
|
int ClassCostAdjustment( ResupplyBuyType_t nType );
|
|
|
|
// Objects
|
|
virtual int CanBuild( int iObjectType );
|
|
virtual void FinishedObject( CBaseObject *pObject );
|
|
|
|
virtual bool ClientCommand( const CCommand &args );
|
|
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
|
|
|
|
// Adrenalin Rush
|
|
virtual void CalculateRush( void );
|
|
virtual void StartAdrenalinRush( void );
|
|
|
|
// Automatic Melee Attack
|
|
virtual void Boot( CBaseTFPlayer *pTarget );
|
|
|
|
// Hooks
|
|
virtual void SetPlayerHull( void );
|
|
virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
|
|
|
|
// Orders.
|
|
virtual void CreatePersonalOrder( void );
|
|
|
|
// Bull Rush.
|
|
bool InBullRush( void );
|
|
bool CanBullRush( void );
|
|
void BullRushTouch( CBaseEntity *pTouched );
|
|
|
|
CNetworkVarEmbedded( PlayerClassCommandoData_t, m_ClassData );
|
|
|
|
// Player physics shadow.
|
|
void InitVCollision( void );
|
|
|
|
// Vehicle
|
|
bool CanGetInVehicle( void );
|
|
|
|
protected:
|
|
// BullRush
|
|
void PreBullRush( void );
|
|
void PostBullRush( void );
|
|
|
|
protected:
|
|
// Adrenalin Rush
|
|
bool m_bCanRush; // True if he has the ability to rush
|
|
bool m_bPersonalRush; // True if this he started his current rush, or outside effect
|
|
bool m_bHasBattlecry; // True if he has the ability to battlecry
|
|
|
|
// Weapons
|
|
CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
|
|
// CHandle<CBaseTFCombatWeapon> m_hWpnGrenade;
|
|
|
|
// Automatic Melee Attack
|
|
bool m_bCanBoot; // True if he has the ability to boot
|
|
float m_flNextBootCheck; // Time at which to recheck for the automatic melee attack
|
|
|
|
bool m_bOldBullRush;
|
|
|
|
CUtlVector<CBaseTFPlayer*> m_aHitPlayers; // Player I have hit during this bullrush.
|
|
};
|
|
|
|
EXTERN_SEND_TABLE( DT_PlayerClassCommandoData )
|
|
|
|
#endif // TF_CLASS_COMMANDO_H
|