//========= Copyright Valve Corporation, All rights reserved. ============// #ifndef C_BOT_NPC_H #define C_BOT_NPC_H #include "c_ai_basenpc.h" //-------------------------------------------------------------------------------------------------------- /** * The client-side implementation of Bot NPC */ class C_BotNPC : public C_NextBotCombatCharacter { public: DECLARE_CLASS( C_BotNPC, C_NextBotCombatCharacter ); DECLARE_CLIENTCLASS(); C_BotNPC(); virtual ~C_BotNPC(); 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_BotNPC( const C_BotNPC & ); // not defined, not accessible CNetworkHandle( C_BaseEntity, m_laserTarget ); HPARTICLEFFECT m_laserBeamEffect; CNetworkVar( bool, m_isNuking ); HPARTICLEFFECT m_nukeEffect; }; #endif // C_BOT_NPC_H