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32 lines
1.0 KiB
32 lines
1.0 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_nuke_attack.h
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// Michael Booth, November 2010
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#ifndef BOSS_ALPHA_NUKE_ATTACK_H
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#define BOSS_ALPHA_NUKE_ATTACK_H
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#ifdef TF_RAID_MODE
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class CBossAlphaNukeAttack : 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 EventDesiredResult< CBossAlpha > OnInjured( CBossAlpha *me, const CTakeDamageInfo &info );
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virtual const char *GetName( void ) const { return "NukeAttack"; } // return name of this action
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private:
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CountdownTimer m_shakeTimer;
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CountdownTimer m_chargeUpTimer;
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};
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#endif // TF_RAID_MODE
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#endif // BOSS_ALPHA_NUKE_ATTACK_H
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