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