Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. #ifndef C_EYEBALL_BOSS_H
  3. #define C_EYEBALL_BOSS_H
  4. #include "c_ai_basenpc.h"
  5. #define EYEBALL_ANGRY 2
  6. #define EYEBALL_GRUMPY 1
  7. #define EYEBALL_CALM 0
  8. //--------------------------------------------------------------------------------------------------------
  9. /**
  10. * The client-side implementation of the Halloween Eyeball Boss
  11. */
  12. class C_EyeballBoss : public C_NextBotCombatCharacter
  13. {
  14. public:
  15. DECLARE_CLASS( C_EyeballBoss, C_NextBotCombatCharacter );
  16. DECLARE_CLIENTCLASS();
  17. C_EyeballBoss();
  18. virtual ~C_EyeballBoss();
  19. virtual void Spawn( void );
  20. virtual void OnPreDataChanged( DataUpdateType_t updateType );
  21. virtual void OnDataChanged( DataUpdateType_t updateType );
  22. virtual bool IsNextBot() { return true; }
  23. virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
  24. virtual void ClientThink();
  25. virtual void SetDormant( bool bDormant );
  26. virtual QAngle const &GetRenderAngles( void );
  27. virtual int InternalDrawModel( int flags );
  28. private:
  29. C_EyeballBoss( const C_EyeballBoss & ); // not defined, not accessible
  30. Vector m_lookAtSpot;
  31. int m_attitude;
  32. int m_priorAttitude;
  33. QAngle m_myAngles;
  34. int m_leftRightPoseParameter;
  35. int m_upDownPoseParameter;
  36. HPARTICLEFFECT m_ghostEffect;
  37. HPARTICLEFFECT m_auraEffect;
  38. CMaterialReference m_InvulnerableMaterial;
  39. };
  40. #endif // C_EYEBALL_BOSS_H