//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Auto Repair // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_tf_class_commando.h" #include "c_tf_class_defender.h" #include "c_tf_class_escort.h" #include "c_tf_class_infiltrator.h" #include "c_tf_class_medic.h" #include "c_tf_class_recon.h" #include "c_tf_class_sniper.h" #include "c_tf_class_support.h" #include "c_tf_class_sapper.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PlayerClass::C_PlayerClass( C_BaseTFPlayer *pPlayer ) { // Save peer. m_pPlayer = pPlayer; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PlayerClass::~C_PlayerClass() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PlayerClass *C_PlayerClass::Create( C_BaseTFPlayer *pPlayer, int iClassType ) { // Create the class type switch ( iClassType ) { case TFCLASS_COMMANDO: { return ( new C_PlayerClassCommando( pPlayer ) ); } case TFCLASS_DEFENDER: { return ( new C_PlayerClassDefender( pPlayer ) ); } case TFCLASS_ESCORT: { return ( new C_PlayerClassEscort( pPlayer ) ); } case TFCLASS_INFILTRATOR: { return ( new C_PlayerClassInfiltrator( pPlayer ) ); } case TFCLASS_MEDIC: { return ( new C_PlayerClassMedic( pPlayer ) ); } case TFCLASS_RECON: { return ( new C_PlayerClassRecon( pPlayer ) ); } case TFCLASS_SNIPER: { return ( new C_PlayerClassSniper( pPlayer ) ); } case TFCLASS_SUPPORT: { return ( new C_PlayerClassSupport( pPlayer ) ); } case TFCLASS_SAPPER: { return ( new C_PlayerClassSapper( pPlayer ) ); } default: { return NULL; } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_PlayerClass::Destroy( C_PlayerClass *pPlayerClass ) { if ( pPlayerClass ) { delete pPlayerClass; } }