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:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_CLASS_ESCORT_H
#define TF_CLASS_ESCORT_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_playerclass.h"
#include "TFClassData_Shared.h"
#include "tf_shieldshared.h"
class CShield;
class CWeaponShield;
//=====================================================================
// Indirect
class CPlayerClassEscort : public CPlayerClass
{
public:
DECLARE_CLASS( CPlayerClassEscort, CPlayerClass );
CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass );
~CPlayerClassEscort();
virtual void ClassActivate( void );
virtual const char* GetClassModelString( int nTeam );
// Class Initialization
virtual void CreateClass( void ); // Create the class upon initial spawn
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 );
PlayerClassEscortData_t *GetClassData( void ) { return &m_ClassData; }
// Hooks
virtual void SetPlayerHull( void );
// Powerups
virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
virtual void PowerupEnd( int iPowerup );
private:
// Purpose:
CWeaponShield *GetProjectedShield( void );
protected:
PlayerClassEscortData_t m_ClassData;
CHandle<CWeaponShield> m_hWeaponProjectedShield;
};
EXTERN_SEND_TABLE( DT_PlayerClassEscortData )
#endif // TF_CLASS_ESCORT_H