source-engine/game/server/tf2/tf_class_infiltrator.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Infiltrator
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_CLASS_INFILTRATOR_H
#define TF_CLASS_INFILTRATOR_H
#ifdef _WIN32
#pragma once
#endif
#define INFILTRATOR_EAVESDROP_RADIUS 256.0f
#define INFILTRATOR_DISGUISE_TIME 3.0f
// Time after losing camo before the infiltrator can re-camo
#define INFILTRATOR_RECAMO_TIME 5.0
// Time after spawning that the infilitrator's camo kicks in
#define INFILTRATOR_CAMOTIME_AFTER_SPAWN 3.0
#include "TFClassData_Shared.h"
class CLootableCorpse;
//=====================================================================
// Infiltrator
class CPlayerClassInfiltrator : public CPlayerClass
{
DECLARE_CLASS( CPlayerClassInfiltrator, CPlayerClass );
public:
CPlayerClassInfiltrator( CBaseTFPlayer *pPlayer, TFClass iClass );
~CPlayerClassInfiltrator();
virtual void ClassActivate( void );
virtual const char* GetClassModelString( int nTeam );
// Class Initialization
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 );
PlayerClassInfiltratorData_t *GetClassData( void ) { return &m_ClassData; }
virtual void ClassThink( void );
virtual void ClearCamouflage( void );
virtual int CanBuild( int iObjectType );
virtual bool ClientCommand( const CCommand &args );
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
void CheckForAssassination( void );
// Disguise
virtual void FinishedDisguising( void );
virtual void StopDisguising( void );
// Hooks
virtual void SetPlayerHull( void );
protected:
bool m_bCanConsumeCorpses;
float m_flStartCamoAt;
// Assassination weapon
//CHandle<CWeaponInfiltrator> m_hAssassinationWeapon;
CHandle<CBaseCombatWeapon> m_hSwappedWeapon;
PlayerClassInfiltratorData_t m_ClassData;
};
EXTERN_SEND_TABLE( DT_PlayerClassInfiltratorData )
#endif // TF_CLASS_INFILTRATOR_H