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