//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef C_TF_CLASS_COMMANDO_H #define C_TF_CLASS_COMMANDO_H #ifdef _WIN32 #pragma once #endif #include "c_tf_playerclass.h" #include "dt_recv.h" class C_PlayerClassCommando : public C_PlayerClass { public: DECLARE_CLASS( C_PlayerClassCommando, C_PlayerClass ); DECLARE_PREDICTABLE(); C_PlayerClassCommando( C_BaseTFPlayer *pPlayer ); virtual ~C_PlayerClassCommando(); PlayerClassCommandoData_t *GetClassData( void ) { return &m_ClassData; } void ClassThink( void ); void PostClassThink( void ); void ClassPreDataUpdate( void ); void ClassOnDataChanged( void ); void CreateMove( float flInputSampleTime, CUserCmd *pCmd ); // Vehicles bool CanGetInVehicle( void ); PlayerClassCommandoData_t m_ClassData; private: void CheckBullRushState( void ); void InterpolateBullRushViewAngles( void ); }; EXTERN_RECV_TABLE( DT_PlayerClassCommandoData ) #endif // C_TF_CLASS_COMMANDO_H