Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Alien leaps at his enemy, doing damage on touch
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_POUNCE_H
#define ASW_AI_BEHAVIOR_POUNCE_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_PounceBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_PounceBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_PounceBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_POUNCE; }
static const char *GetClassName() { return "behavior_pounce"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Pounce"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual void Init( );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void BeginScheduleSelection( );
virtual int SelectSchedule( );
virtual void BehaviorThink( void );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
virtual void StartTouch( CBaseEntity *pOther );
virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
enum
{
SCHED_ALIEN_POUNCE = BaseClass::NEXT_SCHEDULE,
NEXT_SCHEDULE,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
void PounceAttack( bool bRandomJump, const Vector &vecPos = vec3_origin, bool bThrown = false, float flBaseHeight = 60.0f, float flAdditionalHeight = 8.0f );
void Leap( const Vector &vecVel );
bool HasHeadroom();
// params
float m_flMinRange;
float m_flMaxRange;
float m_flAttackDotAngle;
float m_flPounceInterval;
float m_flPounceDistance;
float m_flPounceDamage;
// state
float m_flNextPounceTime;
float m_flIgnoreWorldCollisionTime;
bool m_bMidPounce;
private:
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_POUNCE_H