private void UseSpecialSkill() { switch ((PLAYERCLASS)this.PlayerClass) { case PLAYERCLASS.DEMOMAN: Demoman.Detpipe(this); break; case PLAYERCLASS.MEDIC: ToggleAura(); break; case PLAYERCLASS.HWGUY: HWGuy.ToggleSpin(this); break; case PLAYERCLASS.PYRO: Pyro.AirBlast(this); break; } }
private void ProcessImpulses(PlayerCmd pCmd) { foreach (float i in pCmd.impulses) { IMPULSE imp = (IMPULSE)i; switch (imp) { case IMPULSE.WEAPONONE: if (_weapon1 != null) { ActiveWeapon = Weapon1; } break; case IMPULSE.WEAPONTWO: if (Weapon2 != null) { ActiveWeapon = Weapon2; } break; case IMPULSE.WEAPONTHREE: if (Weapon3 != null) { ActiveWeapon = Weapon3; } break; case IMPULSE.WEAPONFOUR: if (Weapon4 != null) { ActiveWeapon = Weapon4; } break; case IMPULSE.GRENONE: case IMPULSE.GRENTWO: UseHandGrenade(imp, pCmd); break; case IMPULSE.DETPIPE: Demoman.Detpipe(this); break; case IMPULSE.SPECIAL: UseSpecialSkill(); break; case IMPULSE.DETPACK5: Demoman.Detpack(this, 5, true); break; case IMPULSE.DETPACK20: Demoman.Detpack(this, 20, true); break; case IMPULSE.DETPACK50: Demoman.Detpack(this, 50, true); break; case IMPULSE.DETPACK255: Demoman.Detpack(this, 255, true); break; case IMPULSE.DETPACKUNSET: Demoman.Detpack(this, 0, false); break; } } }