Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Auto Repair
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_tf_class_commando.h"
#include "c_tf_class_defender.h"
#include "c_tf_class_escort.h"
#include "c_tf_class_infiltrator.h"
#include "c_tf_class_medic.h"
#include "c_tf_class_recon.h"
#include "c_tf_class_sniper.h"
#include "c_tf_class_support.h"
#include "c_tf_class_sapper.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerClass::C_PlayerClass( C_BaseTFPlayer *pPlayer ) { // Save peer.
m_pPlayer = pPlayer; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerClass::~C_PlayerClass() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_PlayerClass *C_PlayerClass::Create( C_BaseTFPlayer *pPlayer, int iClassType ) { // Create the class type
switch ( iClassType ) { case TFCLASS_COMMANDO: { return ( new C_PlayerClassCommando( pPlayer ) ); } case TFCLASS_DEFENDER: { return ( new C_PlayerClassDefender( pPlayer ) ); } case TFCLASS_ESCORT: { return ( new C_PlayerClassEscort( pPlayer ) ); } case TFCLASS_INFILTRATOR: { return ( new C_PlayerClassInfiltrator( pPlayer ) ); } case TFCLASS_MEDIC: { return ( new C_PlayerClassMedic( pPlayer ) ); } case TFCLASS_RECON: { return ( new C_PlayerClassRecon( pPlayer ) ); } case TFCLASS_SNIPER: { return ( new C_PlayerClassSniper( pPlayer ) ); } case TFCLASS_SUPPORT: { return ( new C_PlayerClassSupport( pPlayer ) ); } case TFCLASS_SAPPER: { return ( new C_PlayerClassSapper( pPlayer ) ); } default: { return NULL; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_PlayerClass::Destroy( C_PlayerClass *pPlayerClass ) { if ( pPlayerClass ) { delete pPlayerClass; } }
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