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73 lines
1.9 KiB
73 lines
1.9 KiB
//========= 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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