//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Auto Repair // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "tf_gamemovement_sapper.h" #include "tf_movedata.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTFGameMovementSapper::CTFGameMovementSapper() { m_pSapperData = NULL; m_vStandMins = SAPPERCLASS_HULL_STAND_MIN; m_vStandMaxs = SAPPERCLASS_HULL_STAND_MAX; m_vStandViewOffset = SAPPERCLASS_VIEWOFFSET_STAND; m_vDuckMins = SAPPERCLASS_HULL_DUCK_MIN; m_vDuckMaxs = SAPPERCLASS_HULL_DUCK_MAX; m_vDuckViewOffset = SAPPERCLASS_VIEWOFFSET_DUCK; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGameMovementSapper::ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData ) { // Get the class specific data from the TFMoveData structure Assert( PlayerClassSapperData_t::PLAYERCLASS_ID == pTFMoveData->m_nClassID ); m_pSapperData = &pTFMoveData->SapperData(); // to test pass it through!! BaseClass::ProcessMovement( (CBasePlayer *)pPlayer, static_cast( pTFMoveData ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const Vector &CTFGameMovementSapper::GetPlayerMins( bool bDucked ) const { return bDucked ? m_vDuckMins : m_vStandMins; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const Vector &CTFGameMovementSapper::GetPlayerMaxs( bool bDucked ) const { return bDucked ? m_vDuckMaxs : m_vStandMaxs; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const Vector &CTFGameMovementSapper::GetPlayerViewOffset( bool bDucked ) const { return bDucked ? m_vDuckViewOffset : m_vStandViewOffset; }