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-rw-r--r--game/client/tf/bot_npc/c_bot_npc.h42
1 files changed, 42 insertions, 0 deletions
diff --git a/game/client/tf/bot_npc/c_bot_npc.h b/game/client/tf/bot_npc/c_bot_npc.h
new file mode 100644
index 0000000..66609da
--- /dev/null
+++ b/game/client/tf/bot_npc/c_bot_npc.h
@@ -0,0 +1,42 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+#ifndef C_BOT_NPC_H
+#define C_BOT_NPC_H
+
+#include "c_ai_basenpc.h"
+
+
+//--------------------------------------------------------------------------------------------------------
+/**
+ * The client-side implementation of Bot NPC
+ */
+class C_BotNPC : public C_NextBotCombatCharacter
+{
+public:
+ DECLARE_CLASS( C_BotNPC, C_NextBotCombatCharacter );
+ DECLARE_CLIENTCLASS();
+
+ C_BotNPC();
+ virtual ~C_BotNPC();
+
+public:
+ virtual void Spawn( void );
+ virtual bool IsNextBot() { return true; }
+
+ virtual Vector GetObserverCamOrigin( void ); // Return the origin for player observers tracking this target
+
+ virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
+
+ virtual void ClientThink();
+
+private:
+ C_BotNPC( const C_BotNPC & ); // not defined, not accessible
+
+ CNetworkHandle( C_BaseEntity, m_laserTarget );
+ HPARTICLEFFECT m_laserBeamEffect;
+
+ CNetworkVar( bool, m_isNuking );
+ HPARTICLEFFECT m_nukeEffect;
+};
+
+
+#endif // C_BOT_NPC_H