//-----------------------------------------------------------------------------
// 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();
}