Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef C_EYEBALL_BOSS_H
#define C_EYEBALL_BOSS_H
#include "c_ai_basenpc.h"
#define EYEBALL_ANGRY 2
#define EYEBALL_GRUMPY 1
#define EYEBALL_CALM 0
//--------------------------------------------------------------------------------------------------------
/**
* The client-side implementation of the Halloween Eyeball Boss
*/
class C_EyeballBoss : public C_NextBotCombatCharacter
{
public:
DECLARE_CLASS( C_EyeballBoss, C_NextBotCombatCharacter );
DECLARE_CLIENTCLASS();
C_EyeballBoss();
virtual ~C_EyeballBoss();
virtual void Spawn( void );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool IsNextBot() { return true; }
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void ClientThink();
virtual void SetDormant( bool bDormant );
virtual QAngle const &GetRenderAngles( void );
virtual int InternalDrawModel( int flags );
private:
C_EyeballBoss( const C_EyeballBoss & ); // not defined, not accessible
Vector m_lookAtSpot;
int m_attitude;
int m_priorAttitude;
QAngle m_myAngles;
int m_leftRightPoseParameter;
int m_upDownPoseParameter;
HPARTICLEFFECT m_ghostEffect;
HPARTICLEFFECT m_auraEffect;
CMaterialReference m_InvulnerableMaterial;
};
#endif // C_EYEBALL_BOSS_H