//========= Copyright Valve Corporation, All rights reserved. ============// // boss_alpha_behavior.h // Michael Booth, November 2010 #ifndef BOSS_ALPHA_BEHAVIOR_H #define BOSS_ALPHA_BEHAVIOR_H #ifdef TF_RAID_MODE //--------------------------------------------------------------------------------------------- class CBossAlphaBehavior : public Action< CBossAlpha > { public: virtual Action< CBossAlpha > *InitialContainedAction( CBossAlpha *me ); virtual ActionResult< CBossAlpha > Update( CBossAlpha *me, float interval ); virtual EventDesiredResult< CBossAlpha > OnKilled( CBossAlpha *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CBossAlpha > OnContact( CBossAlpha *me, CBaseEntity *other, CGameTrace *result = NULL ); virtual const char *GetName( void ) const { return "Behavior"; } // return name of this action private: CountdownTimer m_vocalTimer; }; #endif // TF_RAID_MODE #endif // BOSS_ALPHA_BEHAVIOR_H