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74 lines
1.9 KiB
74 lines
1.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Medic playerclass
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_CLASS_MEDIC_H
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#define TF_CLASS_MEDIC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "TFClassData_Shared.h"
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//=====================================================================
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// Medic
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class CPlayerClassMedic : public CPlayerClass
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{
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DECLARE_CLASS( CPlayerClassMedic, CPlayerClass );
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public:
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CPlayerClassMedic( CBaseTFPlayer *pPlayer, TFClass iClass );
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virtual ~CPlayerClassMedic();
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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 void RespawnClass( void ); // Called upon all respawns
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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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PlayerClassMedicData_t *GetClassData( void ) { return &m_ClassData; }
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virtual void ClassThink( void );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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// Objects
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int CanBuild( int iObjectType );
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// Orders
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virtual void CreatePersonalOrder( void );
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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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virtual float OnTakeDamage( const CTakeDamageInfo &info );
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// Player physics shadow.
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void InitVCollision( void );
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protected:
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// Weapons
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CHandle<CBaseTFCombatWeapon> m_hWpnPlasma;
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bool m_bHasAutoRepair;
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float m_flNextHealTime;
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PlayerClassMedicData_t m_ClassData;
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};
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EXTERN_SEND_TABLE( DT_PlayerClassMedicData )
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#endif // TF_CLASS_MEDIC_H
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