//========= Copyright Valve Corporation, All rights reserved. ============// #include "cbase.h" #include "c_tf_tank_boss.h" #include "tf_hud_boss_health.h" #include "tf_gamerules.h" IMPLEMENT_CLIENTCLASS_DT(C_TFBaseBoss, DT_TFBaseBoss, CTFBaseBoss) RecvPropFloat( RECVINFO( m_lastHealthPercentage ) ), END_RECV_TABLE() LINK_ENTITY_TO_CLASS( base_boss, C_TFBaseBoss ); ShadowType_t C_TFBaseBoss::ShadowCastType( void ) { if ( !IsVisible() ) return SHADOWS_NONE; if ( IsEffectActive(EF_NODRAW | EF_NOSHADOW) ) return SHADOWS_NONE; return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC; }