//========= Copyright Valve Corporation, All rights reserved. ============// // // // //============================================================================= #ifndef C_MERASMUS_H #define C_MERASMUS_H #include "c_ai_basenpc.h" //-------------------------------------------------------------------------------------------------------- /** * The client-side implementation of the Dark Knight */ class C_Merasmus : public C_NextBotCombatCharacter { public: DECLARE_CLASS( C_Merasmus, C_NextBotCombatCharacter ); DECLARE_CLIENTCLASS(); C_Merasmus(); virtual ~C_Merasmus(); 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 OnPreDataChanged( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual int GetSkin(); private: C_Merasmus( const C_Merasmus & ); // not defined, not accessible HPARTICLEFFECT m_ghostEffect; HPARTICLEFFECT m_aoeEffect; HPARTICLEFFECT m_stunEffect; bool m_bWasRevealed; CNetworkVar( bool, m_bRevealed ); CNetworkVar( bool, m_bIsDoingAOEAttack ); CNetworkVar( bool, m_bStunned ); }; #endif // C_MERASMUS_H