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40 lines
1.0 KiB
40 lines
1.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef C_MONSTER_RESOURCE
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#define C_MONSTER_RESOURCE
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#ifdef _WIN32
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#pragma once
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#endif
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class C_MonsterResource : public C_BaseEntity
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{
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DECLARE_CLASS( C_MonsterResource, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_MonsterResource();
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virtual ~C_MonsterResource();
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float GetBossHealthPercentage( void );
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float GetBossStunPercentage( void );
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int GetSkillShotCompleteCount( void ){ return m_iSkillShotCompleteCount; }
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float GetSkillShotComboEndTime( void ){ return m_fSkillShotComboEndTime; }
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int GetBossState() const { return m_iBossState; }
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private:
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int m_iBossHealthPercentageByte;
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int m_iBossStunPercentageByte;
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int m_iSkillShotCompleteCount; // the number of consecutive skill shots that have been completed. 0 = don't show combo HUD
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float m_fSkillShotComboEndTime; // the time when the current skill shot combo window closes
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int m_iBossState;
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};
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extern C_MonsterResource *g_pMonsterResource;
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#endif // C_MONSTER_RESOURCE
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