Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
// boss_alpha_lost_victim.cpp
// Michael Booth, November 2010
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_lost_victim.h"
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaLostVictim::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
{
m_headTurn = 0.0f;
m_headYawPoseParameter = me->LookupPoseParameter( "body_yaw" );
m_timer.Start( RandomFloat( 3.0f, 5.0f ) );
me->EmitSound( "RobotBoss.Scanning" );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaLostVictim::Update( CBossAlpha *me, float interval )
{
if ( m_timer.IsElapsed() )
{
return Done( "Giving up" );
}
CBaseCombatCharacter *target = me->GetAttackTarget();
if ( target )
{
if ( me->IsLineOfSightClear( target ) || me->IsPrisonerOfMinion( target ) )
{
me->EmitSound( "RobotBoss.Acquire" );
me->AddGesture( ACT_MP_GESTURE_FLINCH_CHEST );
return Done( "Ah hah!" );
}
}
const float rate = M_PI / 3.0f;
m_headTurn += rate * interval;
float s, c;
SinCos( m_headTurn, &s, &c );
me->SetPoseParameter( m_headYawPoseParameter, 40.0f * s );
return Continue();
}
//---------------------------------------------------------------------------------------------
void CBossAlphaLostVictim::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
{
me->SetPoseParameter( m_headYawPoseParameter, 0 );
}
#endif // TF_RAID_MODE