//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClass::ClassActivate( void ) { // Setup the default player movement variables. SetupMoveData(); AddWeaponTechAssociations(); }
void CPlayerClassPyro::ClassActivate() { BaseClass::ClassActivate(); // Setup movement data. SetupMoveData(); memset( &m_ClassData, 0, sizeof( m_ClassData ) ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassRecon::ClassActivate( void ) { BaseClass::ClassActivate(); // Setup movement data. SetupMoveData(); m_bHasRadarScanner = false; memset( &m_ClassData, 0, sizeof( m_ClassData ) ); }
//----------------------------------------------------------------------------- // 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 ) ); }
//----------------------------------------------------------------------------- // 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 ) ); }
//----------------------------------------------------------------------------- // 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 ) ); }
//----------------------------------------------------------------------------- // 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; }