//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassRecon::CreatePersonalOrder() { if ( CreateInitialOrder() ) return; BaseClass::CreatePersonalOrder(); }
void CPlayerClass::CreatePersonalOrder() { if( CreateInitialOrder() ) return; // Make an order to fix any objects we own. if ( COrderRepair::CreateOrder_RepairOwnObjects( this ) ) return; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassCommando::CreatePersonalOrder( void ) { if ( CreateInitialOrder() ) return; if ( COrderAssist::CreateOrder( this ) ) return; BaseClass::CreatePersonalOrder(); }
void CPlayerClassDefender::CreatePersonalOrder() { if ( CreateInitialOrder() ) return; if( COrderRepair::CreateOrder_RepairFriendlyObjects( this ) ) return; // Alternate between sentrygun and sandbag orders. if ( OrderCreator_BuildSentryGun( this ) ) { return; } BaseClass::CreatePersonalOrder(); }
//----------------------------------------------------------------------------- // Purpose: Create a personal order for this player //----------------------------------------------------------------------------- void CPlayerClassMedic::CreatePersonalOrder( void ) { if ( CreateInitialOrder() ) return; // Check for healing orders. if ( COrderHeal::CreateOrder( this ) ) return; // Should they build a resource pump? if ( COrderResourcePump::CreateOrder( this ) ) return; // Build a resupply station? if ( COrderResupply::CreateOrder( this ) ) return; BaseClass::CreatePersonalOrder(); }