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: When NPC has COND_CAN_RANGE_ATTACK1, this will make him fire
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_RANGED_ATTACK_H
#define ASW_AI_BEHAVIOR_RANGED_ATTACK_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_RangedAttackBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_RangedAttackBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_RangedAttackBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_RANGED_ATTACK; }
static const char *GetClassName() { return "behavior_rangedattack"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "RangedAttack"; }
static void LevelInit( void );
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 StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
Vector &GetMissileLocation( ) { return m_vMissileLocation; }
enum
{
SCHED_RANGED_MOVE_TO_FIRE_SPOT = BaseClass::NEXT_SCHEDULE,
NEXT_SCHEDULE,
TASK_RANGED_FIND_MISSILE_LOCATION = BaseClass::NEXT_TASK,
TASK_RANGED_PREPARE_TO_FIRE,
TASK_RANGED_FIRE,
TASK_RANGED_FIRE_RECOVER,
NEXT_TASK,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions();
private:
bool FindFiringLocation();
void UpdateTargetLocation();
bool ValidateMissileLocation();
float m_flMinFiringDistance;
float m_flMaxFiringDistance;
float m_flMaxFiringDistanceSq;
float m_flProjectileVelocity;
float m_flFireRate;
float m_flGlobalShotDelay;
CUtlString m_strVolleyType;
bool m_bRadiusAttack;
EHANDLE m_hTarget;
Vector m_vMissileLocation;
static float s_flGlobalShotDeferUntil;
float m_flDeferUntil;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_RANGED_ATTACK_H