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64 lines
2.0 KiB
64 lines
2.0 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef MERASMUS_ATTACK_H
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#define MERASMUS_ATTACK_H
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//---------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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class CMerasmusAttack : public Action< CMerasmus >
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{
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public:
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virtual ActionResult< CMerasmus > OnStart( CMerasmus *me, Action< CMerasmus > *priorAction );
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virtual ActionResult< CMerasmus > Update( CMerasmus *me, float interval );
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virtual EventDesiredResult< CMerasmus > OnStuck( CMerasmus *me );
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virtual EventDesiredResult< CMerasmus > OnContact( CMerasmus *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_attackTimer;
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CountdownTimer m_grenadeTimer;
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void RandomGrenadeTimer();
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CountdownTimer m_zapTimer;
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void RandomZapTimer();
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CountdownTimer m_bombHeadTimer;
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CountdownTimer m_tauntTimer;
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CHandle< CTFPlayer > m_attackTarget; // the victim I'm momentarily attacking
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CountdownTimer m_attackTargetFocusTimer;
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bool IsPotentiallyChaseable( CMerasmus *me, CTFPlayer *victim );
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void SelectVictim( CMerasmus *me );
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};
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//---------------------------------------------------------------------------------------------
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class CMerasmusTaunt : public Action< CMerasmus >
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{
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public:
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virtual ActionResult< CMerasmus > OnStart( CMerasmus *me, Action< CMerasmus > *priorAction );
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virtual ActionResult< CMerasmus > Update( CMerasmus *me, float interval );
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virtual void OnEnd( CMerasmus *me, Action< CMerasmus > *nextAction );
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virtual const char *GetName( void ) const { return "Taunt"; } // return name of this action
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private:
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CountdownTimer m_timer;
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};
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#endif // MERASMUS_ATTACK_H
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