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49 lines
1.2 KiB
49 lines
1.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// |
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// |
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//============================================================================= |
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#ifndef C_MERASMUS_H |
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#define C_MERASMUS_H |
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#include "c_ai_basenpc.h" |
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//-------------------------------------------------------------------------------------------------------- |
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/** |
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* The client-side implementation of the Dark Knight |
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*/ |
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class C_Merasmus : public C_NextBotCombatCharacter |
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{ |
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public: |
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DECLARE_CLASS( C_Merasmus, C_NextBotCombatCharacter ); |
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DECLARE_CLIENTCLASS(); |
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C_Merasmus(); |
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virtual ~C_Merasmus(); |
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public: |
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virtual void Spawn( void ); |
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virtual bool IsNextBot() { return true; } |
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virtual Vector GetObserverCamOrigin( void ); // Return the origin for player observers tracking this target |
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virtual void OnPreDataChanged( DataUpdateType_t updateType ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual int GetSkin(); |
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private: |
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C_Merasmus( const C_Merasmus & ); // not defined, not accessible |
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HPARTICLEFFECT m_ghostEffect; |
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HPARTICLEFFECT m_aoeEffect; |
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HPARTICLEFFECT m_stunEffect; |
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bool m_bWasRevealed; |
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CNetworkVar( bool, m_bRevealed ); |
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CNetworkVar( bool, m_bIsDoingAOEAttack ); |
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CNetworkVar( bool, m_bStunned ); |
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}; |
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#endif // C_MERASMUS_H
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