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36 lines
1.3 KiB
36 lines
1.3 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_launch_grenades.h
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// Michael Booth, November 2010
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#ifndef BOSS_ALPHA_LAUNCH_GRENADES_H
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#define BOSS_ALPHA_LAUNCH_GRENADES_H
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#ifdef TF_RAID_MODE
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#include "tf_weapon_grenade_pipebomb.h"
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class CBossAlphaLaunchGrenades : public Action< CBossAlpha >
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{
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public:
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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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// if anything interrupts this action, abort it
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virtual ActionResult< CBossAlpha > OnSuspend( CBossAlpha *me, Action< CBossAlpha > *interruptingAction ) { return Done(); }
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virtual const char *GetName( void ) const { return "LaunchGrenades"; } // return name of this action
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private:
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CountdownTimer m_timer;
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CountdownTimer m_detonateTimer;
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CUtlVector< CHandle< CTFGrenadePipebombProjectile > > m_grenadeVector;
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void LaunchGrenade( CBossAlpha *me, const Vector &launchVel, CTFWeaponInfo *weaponInfo );
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void LaunchGrenadeRings( CBossAlpha *me );
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void LaunchGrenadeSpokes( CBossAlpha *me );
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int m_animLayer;
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};
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#endif // TF_RAID_MODE
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#endif // BOSS_ALPHA_LAUNCH_GRENADES_H
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