Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_EXPLODE_H
#define ASW_AI_BEHAVIOR_EXPLODE_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_ExplodeBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_ExplodeBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_ExplodeBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_EXPLODE; }
static const char *GetClassName() { return "behavior_explode"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Explode"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual void Init( );
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( );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
enum EExplodeType
{
EXPLODE_TYPE_PUFF_PROJECTILES,
EXPLODE_TYPE_SUICIDE,
EXPLODE_TYPE_EXPLODED,
EXPLODE_TYPE_MAX
};
enum
{
SCHED_EXPLODE_PREPARE = BaseClass::NEXT_SCHEDULE,
SCHED_EXPLODE_SUICIDE,
NEXT_SCHEDULE,
TASK_EXPLODE_KILL_SELF = BaseClass::NEXT_TASK,
TASK_EXPLODE_PREPARE_BUILDUP,
TASK_EXPLODE_BEGIN_BUILDUP,
TASK_EXPLODE_SUICIDE,
NEXT_TASK,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
void MoveTowardsPlayer( );
void DoExplosion( );
void DoSuicideExplosion( );
private:
EExplodeType m_ExplodeType;
float m_flRange;
int m_nMaxProjectiles;
float m_flMinVelocity;
float m_flMaxVelocity;
CUtlSymbol m_AttachName;
float m_flMaxBuildupTime;
float m_flBuildupApproachDist;
int m_nAttachCount;
float m_flDamageAmount;
float m_flDamageRadius;
float m_flStartExplodeTime;
float m_flStartBuildup;
float m_flEndBuildup;
int m_iSecondaryLayer;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_EXPLODE_H