diff options
Diffstat (limited to 'game/server/tf/player_vs_environment/monster_resource.h')
| -rw-r--r-- | game/server/tf/player_vs_environment/monster_resource.h | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/game/server/tf/player_vs_environment/monster_resource.h b/game/server/tf/player_vs_environment/monster_resource.h new file mode 100644 index 0000000..98cdfe7 --- /dev/null +++ b/game/server/tf/player_vs_environment/monster_resource.h @@ -0,0 +1,53 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Entity that propagates general data needed by clients for non-player AI characters +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef MONSTER_RESOURCE_H +#define MONSTER_RESOURCE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "shareddefs.h" + +class CMonsterResource : public CBaseEntity +{ + DECLARE_CLASS( CMonsterResource, CBaseEntity ); +public: + DECLARE_SERVERCLASS(); + DECLARE_DATADESC(); + + virtual void Spawn( void ); + virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_DONT_SAVE; } + + virtual void Update( void ); + virtual int UpdateTransmitState( void ); + + virtual void SetBossHealthPercentage( float percentFull ); // if this is nonnegative, a HUD meter will be shown + virtual void HideBossHealthMeter( void ); + + virtual void SetBossStunPercentage( float percentFull ); + virtual void HideBossStunMeter( void ); + + virtual void StartSkillShotComboMeter( float comboMaxDuration ); + virtual void IncrementSkillShotComboMeter( void ); + virtual void HideSkillShotComboMeter( void ); + + void SetBossState( int iState ) { m_iBossState = iState; } + +protected: + CNetworkVar( int, m_iBossHealthPercentageByte ); // 0-255 + CNetworkVar( int, m_iBossStunPercentageByte ); // 0-255 + + CNetworkVar( int, m_iSkillShotCompleteCount ); // the number of consecutive skill shots that have been completed. 0 = don't show combo HUD + CNetworkVar( float, m_fSkillShotComboEndTime ); // the time when the current skill shot combo window closes + + CNetworkVar( int, m_iBossState ); // boss state? +}; + +extern CMonsterResource *g_pMonsterResource; + +#endif // MONSTER_RESOURCE_H |