//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: blah blah blah // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef ASW_AI_BEHAVIOR_COMBATSTUN_H #define ASW_AI_BEHAVIOR_COMBATSTUN_H #ifdef _WIN32 #pragma once #endif #include "asw_ai_behavior.h" class CAI_ASW_CombatStunBehavior : public CAI_ASW_Behavior { DECLARE_CLASS( CAI_ASW_CombatStunBehavior, CAI_ASW_Behavior ); public: CAI_ASW_CombatStunBehavior( ); virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_COMBAT_STUN; } static const char *GetClassName() { return "behavior_combat_stun"; } virtual const char *GetClassNameV() { return GetClassName(); } virtual const char *GetName() { return "Combat Stun"; } virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void Precache( void ); virtual bool CanSelectSchedule( ); virtual void GatherConditions( ); virtual void GatherConditionsNotActive( ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual int SelectSchedule( ); enum { SCHED_COMBAT_STUN = BaseClass::NEXT_SCHEDULE, NEXT_SCHEDULE, }; enum { TASK_COMBAT_STUN = BaseClass::NEXT_TASK, NEXT_TASK }; enum { COND_BEGIN_COMBAT_STUN = BaseClass::NEXT_CONDITION, NEXT_CONDITION }; DEFINE_CUSTOM_SCHEDULE_PROVIDER; protected: virtual void GatherCommonConditions( ); private: float m_flStunEndTime; float m_flStunDuration; DECLARE_DATADESC(); }; #endif // ASW_AI_BEHAVIOR_COMBATSTUN_H