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40 lines
1.0 KiB
40 lines
1.0 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_stunned.h
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// Michael Booth, November 2010
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#ifndef BOSS_ALPHA_STUNNED_H
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#define BOSS_ALPHA_STUNNED_H
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#ifdef TF_RAID_MODE
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class CBossAlphaStunned : public Action< CBossAlpha >
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{
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public:
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CBossAlphaStunned( float duration, Action< CBossAlpha > *nextAction = NULL );
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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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virtual EventDesiredResult< CBossAlpha > OnInjured( CBossAlpha *me, const CTakeDamageInfo &info );
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virtual const char *GetName( void ) const { return "Stunned"; } // return name of this action
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private:
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CountdownTimer m_timer;
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enum StunStateType
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{
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BECOMING_STUNNED,
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STUNNED,
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RECOVERING
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}
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m_state;
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int m_layerUsed;
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Action< CBossAlpha > *m_nextAction;
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};
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#endif // TF_RAID_MODE
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#endif // BOSS_ALPHA_STUNNED_H
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