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69 lines
2.1 KiB
69 lines
2.1 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Auto Repair |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef TF_GAMEMOVEMENT_CHOOSER_H |
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#define TF_GAMEMOVEMENT_CHOOSER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "utlvector.h" |
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#include "IGameMovement.h" |
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#include "tf_gamemovement.h" |
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#include "tf_gamemovement_recon.h" |
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#include "tf_gamemovement_commando.h" |
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#include "tf_gamemovement_medic.h" |
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#include "tf_gamemovement_defender.h" |
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#include "tf_gamemovement_sniper.h" |
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#include "tf_gamemovement_support.h" |
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#include "tf_gamemovement_escort.h" |
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#include "tf_gamemovement_sapper.h" |
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#include "tf_gamemovement_infiltrator.h" |
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#include "tf_gamemovement_pyro.h" |
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//============================================================================= |
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// |
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// Team Fortess Game Movement Chooser |
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// |
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class CTFGameMovementChooser : public IGameMovement |
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{ |
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public: |
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CTFGameMovementChooser(); |
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// Process the current movement command |
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData ); |
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// Allows other parts of the engine to find out the normal and ducked player bbox sizes |
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virtual const Vector &GetPlayerMins( bool ducked ) const; |
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virtual const Vector &GetPlayerMaxs( bool ducked ) const; |
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virtual const Vector &GetPlayerViewOffset( bool ducked ) const; |
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protected: |
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// Cache the current class id. |
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int m_nClassID; |
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// Create the class specific movement singletons. |
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CTFGameMovementRecon m_ReconMovement; |
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CTFGameMovementCommando m_CommandoMovement; |
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CTFGameMovementMedic m_MedicMovement; |
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CTFGameMovementDefender m_DefenderMovement; |
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CTFGameMovementSniper m_SniperMovement; |
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CTFGameMovementSupport m_SupportMovement; |
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CTFGameMovementEscort m_EscortMovement; |
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CTFGameMovementSapper m_SapperMovement; |
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CTFGameMovementInfiltrator m_InfiltratorMovement; |
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CTFGameMovementPyro m_PyroMovement; |
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// Vector of class specific movements (for quick addressing). |
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CUtlVector<CTFGameMovement*> m_Movements; |
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}; |
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extern IGameMovement *g_pGameMovement; |
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#endif // TF_GAMEMOVEMENT_CHOOSER_H
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