//========= Copyright Valve Corporation, All rights reserved. ============// #ifndef TF_TANK_BOSS_BODY_H #define TF_TANK_BOSS_BODY_H #include "animation.h" #include "NextBotBodyInterface.h" class INextBot; //---------------------------------------------------------------------------------------------------------------- /** * The interface for control and information about the bot's body state (posture, animation state, etc) */ class CTFTankBossBody : public IBody { public: CTFTankBossBody( INextBot *bot ); virtual ~CTFTankBossBody() { } virtual void Update( void ); virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) bool StartSequence( const char *name ); void SetSkin( int nSkin ); }; #endif // TF_TANK_BOSS_BODY_H