Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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