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43 lines
1.0 KiB
C++
43 lines
1.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef C_BOT_NPC_H
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#define C_BOT_NPC_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 Bot NPC
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*/
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class C_BotNPC : public C_NextBotCombatCharacter
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{
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public:
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DECLARE_CLASS( C_BotNPC, C_NextBotCombatCharacter );
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DECLARE_CLIENTCLASS();
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C_BotNPC();
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virtual ~C_BotNPC();
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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 FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void ClientThink();
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private:
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C_BotNPC( const C_BotNPC & ); // not defined, not accessible
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CNetworkHandle( C_BaseEntity, m_laserTarget );
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HPARTICLEFFECT m_laserBeamEffect;
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CNetworkVar( bool, m_isNuking );
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HPARTICLEFFECT m_nukeEffect;
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};
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#endif // C_BOT_NPC_H
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