//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef TF_CLASS_RECON_H #define TF_CLASS_RECON_H #pragma once #include "TFClassData_Shared.h" #include "tf_playerclass.h" class CTFJetpackSteam; class CReconJetpackLevel; //===================================================================== // Recon class CPlayerClassRecon : public CPlayerClass { public: DECLARE_CLASS( CPlayerClassRecon, CPlayerClass ); CPlayerClassRecon( CBaseTFPlayer *pPlayer, TFClass iClass ); ~CPlayerClassRecon(); virtual void ClassActivate( void ); virtual void ClassDeactivate( void ); virtual const char* GetClassModelString( int nTeam ); // Class Initialization 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 ); PlayerClassReconData_t *GetClassData( void ) { return &m_ClassData; } virtual int CanBuild( int iObjectType ); virtual void ClassThink( void ); virtual void GainedNewTechnology( CBaseTechnology *pTechnology ); virtual void CreatePersonalOrder(); // Hooks virtual void SetPlayerHull( void ); CNetworkVarEmbedded( PlayerClassReconData_t, m_ClassData ); protected: bool m_bHasRadarScanner; }; EXTERN_SEND_TABLE( DT_PlayerClassReconData ) #endif // TF_CLASS_RECON_H