//========= Copyright Valve Corporation, All rights reserved. ============// #ifndef C_HEADLESS_HATMAN_H #define C_HEADLESS_HATMAN_H #include "c_ai_basenpc.h" //-------------------------------------------------------------------------------------------------------- /** * The client-side implementation of the Dark Knight */ class C_HeadlessHatman : public C_NextBotCombatCharacter { public: DECLARE_CLASS( C_HeadlessHatman, C_NextBotCombatCharacter ); DECLARE_CLIENTCLASS(); C_HeadlessHatman(); virtual ~C_HeadlessHatman(); public: virtual void Spawn( void ); virtual bool IsNextBot() { return true; } virtual Vector GetObserverCamOrigin( void ); // Return the origin for player observers tracking this target virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); virtual void ClientThink(); private: C_HeadlessHatman( const C_HeadlessHatman & ); // not defined, not accessible HPARTICLEFFECT m_ghostEffect; HPARTICLEFFECT m_leftEyeEffect; HPARTICLEFFECT m_rightEyeEffect; }; #endif // C_HEADLESS_HATMAN_H