//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Auto Repair // // $NoKeywords: $ //=============================================================================// #ifndef TF_GAMEMOVEMENT_DEFENDER_H #define TF_GAMEMOVEMENT_DEFENDER_H #ifdef _WIN32 #pragma once #endif #include "tf_gamemovement.h" #include "tfclassdata_shared.h" class CTFMoveData; //============================================================================= // // Defender Game Movement Class // class CTFGameMovementDefender : public CTFGameMovement { DECLARE_CLASS( CTFGameMovementDefender, CTFGameMovement ); public: CTFGameMovementDefender(); // Interface Implementation // virtual void ProcessMovement( CTFMoveData *pTFMoveData ); virtual void ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData ); virtual const Vector &GetPlayerMins( bool bDucked ) const; virtual const Vector &GetPlayerMaxs( bool bDucked ) const; virtual const Vector &GetPlayerViewOffset( bool bDucked ) const; protected: PlayerClassDefenderData_t *m_pDefenderData; Vector m_vStandMins; Vector m_vStandMaxs; Vector m_vStandViewOffset; Vector m_vDuckMins; Vector m_vDuckMaxs; Vector m_vDuckViewOffset; }; #endif // TF_GAMEMOVEMENT_DEFENDER_H