void CCharacter::ClassSpawnAttributes()
{
	switch(GetClass())
	{
		case PLAYERCLASS_ENGINEER:
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_RIFLE, 10);
			m_ActiveWeapon = WEAPON_RIFLE;
			GameServer()->SendBroadcast("Engineer : Can build wall with hammer", m_pPlayer->GetCID());
			break;
		case PLAYERCLASS_SOLDIER:
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_GRENADE, 10);
			m_ActiveWeapon = WEAPON_GRENADE;
			GameServer()->SendBroadcast("Soldier : Can pose remote bombs with hammer, and recharge it with grenades", m_pPlayer->GetCID());
			break;
		case PLAYERCLASS_MEDIC:
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_SHOTGUN, 10);
			m_ActiveWeapon = WEAPON_SHOTGUN;
			GameServer()->SendBroadcast("Medic : Can cure infected", m_pPlayer->GetCID());
			break;
		case PLAYERCLASS_NONE:
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			break;
		case PLAYERCLASS_ZOMBIE:
			m_Health = 10;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			GameServer()->SendBroadcast("Zombie : Drain health by hooking players", m_pPlayer->GetCID());
			break;
		case PLAYERCLASS_BOOMER:
			m_Health = 10;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			GameServer()->SendBroadcast("Boomer : Can only perform kamikaze attack", m_pPlayer->GetCID());
			break;
		case PLAYERCLASS_HUNTER:
			m_Health = 10;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			GameServer()->SendBroadcast("Hunter : Has triple jump", m_pPlayer->GetCID());
			break;
	}
}
void CCharacter::ClassSpawnAttributes()
{
	switch(GetClass())
	{
		case PLAYERCLASS_ENGINEER:
			m_pPlayer->m_InfectionTick = -1;
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_RIFLE, 10);
			m_ActiveWeapon = WEAPON_RIFLE;
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_ENGINEER))
			{
				GameServer()->SendBroadcast("You are a human: Engineer!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Build walls with your hammer!");
				m_pPlayer->m_knownClass[PLAYERCLASS_ENGINEER] = true;
			}
			break;
		case PLAYERCLASS_SOLDIER:
			m_pPlayer->m_InfectionTick = -1;
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_GRENADE, 10);
			m_ActiveWeapon = WEAPON_GRENADE;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_SOLDIER))
			{
				GameServer()->SendBroadcast("You are a human: Soldier!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Build bombs with your hammer!");
				m_pPlayer->m_knownClass[PLAYERCLASS_SOLDIER] = true;
			}
			break;
		case PLAYERCLASS_MEDIC:
			m_pPlayer->m_InfectionTick = -1;
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			GiveWeapon(WEAPON_GUN, 10);
			GiveWeapon(WEAPON_SHOTGUN, 10);
			m_ActiveWeapon = WEAPON_SHOTGUN;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_MEDIC))
			{
				GameServer()->SendBroadcast("You are a human: Medic!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Cure infected humans!");
				m_pPlayer->m_knownClass[PLAYERCLASS_MEDIC] = true;
			}
			break;
		case PLAYERCLASS_NONE:
			m_pPlayer->m_InfectionTick = -1;
			m_Health = 10;
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			break;
		case PLAYERCLASS_ZOMBIE:
			m_Health = 10;
			m_Armor = 0;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_ZOMBIE))
			{   
				//normal zombie?
                GameServer()->SendBroadcast("You are a zombie: Normal!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Hit by hooking others!");
				m_pPlayer->m_knownClass[PLAYERCLASS_ZOMBIE] = true;
			}
			break;
		case PLAYERCLASS_BOOMER:
			m_Health = 10;
			m_Armor = 0;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_BOOMER))
			{
				GameServer()->SendBroadcast("You are a zombie: Boomer!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: You can only do kamikaze attacks!");
				m_pPlayer->m_knownClass[PLAYERCLASS_BOOMER] = true;
			}
			break;
		case PLAYERCLASS_HUNTER:
			m_Health = 10;
			m_Armor = 0;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_HUNTER))
			{
				GameServer()->SendBroadcast("You are a zombie: Hunter!", m_pPlayer->GetCID());
				GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: You can jump three times!");
				m_pPlayer->m_knownClass[PLAYERCLASS_HUNTER] = true;
			}
			break;
		case PLAYERCLASS_WITCH:
			m_Health = 10;
			m_Armor = 10;
			RemoveAllGun();
			GiveWeapon(WEAPON_HAMMER, -1);
			m_ActiveWeapon = WEAPON_HAMMER;
			
			if(!m_pPlayer->IsKownClass(PLAYERCLASS_WITCH))
			{
				GameServer()->SendBroadcast("You are a... Witch!!", m_pPlayer->GetCID());
                GameServer()->SendChatTarget(m_pPlayer->GetCID(), "Tip: Zombies may spawn near you!");
				m_pPlayer->m_knownClass[PLAYERCLASS_WITCH] = true;
			}
			break;
	}
}