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//========= Copyright Valve Corporation, All rights reserved. ============//
#ifndef C_MONSTER_RESOURCE
#define C_MONSTER_RESOURCE
#ifdef _WIN32
#pragma once
#endif
class C_MonsterResource : public C_BaseEntity
{
DECLARE_CLASS( C_MonsterResource, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_MonsterResource();
virtual ~C_MonsterResource();
float GetBossHealthPercentage( void );
float GetBossStunPercentage( void );
int GetSkillShotCompleteCount( void ){ return m_iSkillShotCompleteCount; }
float GetSkillShotComboEndTime( void ){ return m_fSkillShotComboEndTime; }
int GetBossState() const { return m_iBossState; }
private:
int m_iBossHealthPercentageByte;
int m_iBossStunPercentageByte;
int m_iSkillShotCompleteCount; // the number of consecutive skill shots that have been completed. 0 = don't show combo HUD
float m_fSkillShotComboEndTime; // the time when the current skill shot combo window closes
int m_iBossState;
};
extern C_MonsterResource *g_pMonsterResource;
#endif // C_MONSTER_RESOURCE
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