text: ﻿//========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: Auto Repair
  //
  // $NoKeywords: $
  //=============================================================================//
  #include "cbase.h"
  #include "tf_gamemovement_medic.h"
  #include "tf_movedata.h"
  
  CTFGameMovementMedic::CTFGameMovementMedic()
  {
  	m_pMedicData = NULL;
  
  	m_vStandMins = MEDICCLASS_HULL_STAND_MIN;
  	m_vStandMaxs = MEDICCLASS_HULL_STAND_MAX;
  	m_vStandViewOffset = MEDICCLASS_VIEWOFFSET_STAND;
  
  	m_vDuckMins = MEDICCLASS_HULL_DUCK_MIN;
  	m_vDuckMaxs = MEDICCLASS_HULL_DUCK_MAX;
  	m_vDuckViewOffset = MEDICCLASS_VIEWOFFSET_DUCK;
  }
  
  void CTFGameMovementMedic::ProcessClassMovement( CBaseTFPlayer *pPlayer, CTFMoveData *pTFMoveData )
  {
  	// Get the class specific data from the TFMoveData structure
  	Assert( PlayerClassMedicData_t::PLAYERCLASS_ID == pTFMoveData->m_nClassID );
  	m_pMedicData = &pTFMoveData->MedicData();
  
  	// to test pass it through!!
  	BaseClass::ProcessMovement( (CBasePlayer *)pPlayer, static_cast<CMoveData*>( pTFMoveData ) );
  }
  
  const Vector &CTFGameMovementMedic::GetPlayerMins( bool bDucked ) const
  {
  	return bDucked ? m_vDuckMins : m_vStandMins; 
  }
  
  const Vector &CTFGameMovementMedic::GetPlayerMaxs( bool bDucked ) const
  {
  	return bDucked ? m_vDuckMaxs : m_vStandMaxs;
  }
  
  const Vector &CTFGameMovementMedic::GetPlayerViewOffset( bool bDucked ) const
  {
  	return bDucked ? m_vDuckViewOffset : m_vStandViewOffset;
  }
  