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42 lines
1.5 KiB
42 lines
1.5 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_chase_victim.h
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// Michael Booth, November 2010
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#ifndef BOSS_ALPHA_CHASE_VICTIM_H
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#define BOSS_ALPHA_CHASE_VICTIM_H
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#ifdef TF_RAID_MODE
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#include "nav_mesh/tf_path_follower.h"
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CBossAlphaChaseVictim : public Action< CBossAlpha >
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{
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public:
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CBossAlphaChaseVictim( CBaseCombatCharacter *chaseTarget );
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virtual ActionResult< CBossAlpha > OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction );
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virtual ActionResult< CBossAlpha > Update( CBossAlpha *me, float interval );
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virtual void OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction );
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virtual EventDesiredResult< CBossAlpha > OnStuck( CBossAlpha *me );
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virtual EventDesiredResult< CBossAlpha > OnMoveToSuccess( CBossAlpha *me, const Path *path );
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virtual EventDesiredResult< CBossAlpha > OnMoveToFailure( CBossAlpha *me, const Path *path, MoveToFailureType reason );
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virtual const char *GetName( void ) const { return "ChaseVictim"; } // return name of this action
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private:
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CTFPathFollower m_path;
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IntervalTimer m_visibleTimer;
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CHandle< CBaseCombatCharacter > m_lastTarget;
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CHandle< CBaseCombatCharacter > m_chaseTarget;
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Vector m_lastKnownTargetSpot;
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};
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#endif // TF_RAID_MODE
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#endif // BOSS_ALPHA_CHASE_VICTIM_H
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