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39 lines
1.0 KiB
39 lines
1.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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#ifndef C_MONSTER_RESOURCE |
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#define C_MONSTER_RESOURCE |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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class C_MonsterResource : public C_BaseEntity |
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{ |
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DECLARE_CLASS( C_MonsterResource, C_BaseEntity ); |
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public: |
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DECLARE_CLIENTCLASS(); |
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C_MonsterResource(); |
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virtual ~C_MonsterResource(); |
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float GetBossHealthPercentage( void ); |
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float GetBossStunPercentage( void ); |
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int GetSkillShotCompleteCount( void ){ return m_iSkillShotCompleteCount; } |
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float GetSkillShotComboEndTime( void ){ return m_fSkillShotComboEndTime; } |
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int GetBossState() const { return m_iBossState; } |
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private: |
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int m_iBossHealthPercentageByte; |
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int m_iBossStunPercentageByte; |
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int m_iSkillShotCompleteCount; // the number of consecutive skill shots that have been completed. 0 = don't show combo HUD |
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float m_fSkillShotComboEndTime; // the time when the current skill shot combo window closes |
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int m_iBossState; |
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}; |
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extern C_MonsterResource *g_pMonsterResource; |
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#endif // C_MONSTER_RESOURCE
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