コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClass::ClassActivate( void )
{
	// Setup the default player movement variables.
	SetupMoveData();

	AddWeaponTechAssociations();
}
コード例 #2
0
void CPlayerClassPyro::ClassActivate()
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();
	
	memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
コード例 #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassRecon::ClassActivate( void )
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();

	m_bHasRadarScanner = false;

	memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
コード例 #4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassSupport::ClassActivate( void )
{
	BaseClass::ClassActivate();

// Any objects created/owned by class should be allocated and destroyed here
	// Setup movement data.
	SetupMoveData();

	m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );

	memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
コード例 #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassMedic::ClassActivate( void )
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();
	
	m_hWpnShield = NULL;
	m_hWpnPlasma = NULL;

	m_bHasAutoRepair = false;

	m_flNextHealTime = 0;

	memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
コード例 #6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassDefender::ClassActivate( void )
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();

	m_iNumberOfSentriesAllowed = 0;
	m_bHasSmarterSentryguns = false;
	m_bHasSensorSentryguns = false;
	m_bHasMachinegun = false;
	m_bHasRocketlauncher = false;
	m_bHasAntiair = false;

	m_hWpnShield = NULL;
	m_hWpnPlasma = NULL;
	memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
コード例 #7
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::ClassActivate( void )
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();

	// Initialize the shared class data.
	m_ClassData.m_bCanBullRush = false;
	m_ClassData.m_bBullRush = false;
	m_ClassData.m_vecBullRushDir.Init();
	m_ClassData.m_vecBullRushViewDir.Init();
	m_ClassData.m_vecBullRushViewGoalDir.Init();
	m_ClassData.m_flBullRushTime = COMMANDO_TIME_INVALID;
	m_ClassData.m_flDoubleTapForwardTime = COMMANDO_TIME_INVALID;

	m_bCanRush = false;
	m_bPersonalRush = false;
	m_bHasBattlecry = false;
	m_bCanBoot = false;
	m_flNextBootCheck = 0.0f;		// Time at which to recheck for the automatic melee attack
	m_bOldBullRush = 0.0f;
}