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55 lines
1.9 KiB
55 lines
1.9 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// headless_hatman_attack.h
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// Halloween Boss chase and attack behavior
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// Michael Booth, October 2010
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#ifndef HEADLESS_HATMAN_ATTACK_H
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#define HEADLESS_HATMAN_ATTACK_H
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CHeadlessHatmanAttack : public Action< CHeadlessHatman >
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{
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public:
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virtual ActionResult< CHeadlessHatman > OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction );
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virtual ActionResult< CHeadlessHatman > Update( CHeadlessHatman *me, float interval );
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virtual EventDesiredResult< CHeadlessHatman > OnStuck( CHeadlessHatman *me );
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virtual EventDesiredResult< CHeadlessHatman > OnContact( CHeadlessHatman *me, CBaseEntity *other, CGameTrace *result = NULL );
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virtual const char *GetName( void ) const { return "Attack"; } // return name of this action
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private:
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PathFollower m_path;
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Vector m_homePos;
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CountdownTimer m_homePosRecalcTimer;
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void RecomputeHomePosition( void );
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CountdownTimer m_axeSwingTimer;
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CountdownTimer m_attackTimer;
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CountdownTimer m_laughTimer;
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CountdownTimer m_scareTimer;
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CountdownTimer m_warnITTimer;
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CountdownTimer m_footfallTimer;
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void AttackTarget( CHeadlessHatman *me, CBaseCombatCharacter *pTarget, float flAttackRange );
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void UpdateAxeSwing( CHeadlessHatman *me );
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bool IsSwingingAxe( void ) const;
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CHandle< CTFPlayer > m_closestVisible;
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CHandle< CTFPlayer > m_lastIT;
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CountdownTimer m_chaseVictimTimer;
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void ValidateChaseVictim( CHeadlessHatman *me );
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bool IsPotentiallyChaseable( CHeadlessHatman *me, CTFPlayer *victim );
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CHandle< CBaseCombatCharacter > m_attackTarget; // the victim I'm momentarily attacking
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CountdownTimer m_attackTargetFocusTimer;
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void SelectVictim( CHeadlessHatman *me );
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};
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#endif // HEADLESS_HATMAN_ATTACK_H
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