//========= Copyright Valve Corporation, All rights reserved. ============// // boss_alpha_wait_for_players.h // Michael Booth, November 2010 #ifndef BOSS_ALPHA_WAIT_FOR_PLAYER_H #define BOSS_ALPHA_WAIT_FOR_PLAYER_H #ifdef TF_RAID_MODE class CBossAlphaWaitForPlayers : public Action< CBossAlpha > { public: virtual ActionResult< CBossAlpha > OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction ); virtual ActionResult< CBossAlpha > Update( CBossAlpha *me, float interval ); virtual void OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction ); virtual EventDesiredResult< CBossAlpha > OnInjured( CBossAlpha *me, const CTakeDamageInfo &info ); virtual EventDesiredResult< CBossAlpha > OnContact( CBossAlpha *me, CBaseEntity *other, CGameTrace *result = NULL ); virtual const char *GetName( void ) const { return "WaitForPlayers"; } // return name of this action }; #endif // TF_RAID_MODE #endif // BOSS_ALPHA_WAIT_FOR_PLAYER_H