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