//========= Copyright Valve Corporation, All rights reserved. ============// #ifndef C_ZOMBIE_H #define C_ZOMBIE_H #include "c_ai_basenpc.h" #include "props_shared.h" //-------------------------------------------------------------------------------------------------------- /** * The client-side implementation of the Halloween Zombie */ class C_Zombie : public C_NextBotCombatCharacter { public: DECLARE_CLASS( C_Zombie, C_NextBotCombatCharacter ); DECLARE_CLIENTCLASS(); C_Zombie(); virtual bool IsNextBot() { return true; } virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const; virtual void BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed ) OVERRIDE; private: C_Zombie( const C_Zombie & ); // not defined, not accessible float m_flHeadScale; }; #endif // C_EYEBALL_BOSS_H