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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_spawner_boss.h
// Entity to spawn a Boss
// Michael Booth, February 2011
#ifndef TF_SPAWNER_BOSS_H
#define TF_SPAWNER_BOSS_H
#ifdef OBSOLETE_USE_BOSS_ALPHA
#ifdef TF_RAID_MODE
class CBotNPC;
class CTFSpawnerBoss : public CPointEntity
{
public:
DECLARE_CLASS( CTFSpawnerBoss, CPointEntity );
DECLARE_DATADESC();
CTFSpawnerBoss( void );
virtual ~CTFSpawnerBoss() { }
void SpawnerThink( void );
// Input.
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
// Output
void OnBotKilled( CBotNPC *pBot );
void OnBotStunned( CBotNPC *pBot );
private:
bool m_isExpended;
int m_spawnCount;
int m_spawnCountRemaining;
int m_maxActiveCount;
float m_spawnInterval;
string_t m_teamName;
COutputEvent m_onSpawned;
COutputEvent m_onExpended;
COutputEvent m_onBotKilled;
COutputEvent m_onBotStunned;
CUtlVector< CHandle< CBotNPC > > m_spawnedBotVector;
};
#endif // TF_RAID_MODE
#endif // OBSOLETE_USE_BOSS_ALPHA
#endif // TF_SPAWNER_BOSS_H
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