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. ============//
// eyeball_boss_behavior.h
// The 2011 Halloween Boss
// Michael Booth, October 2011
#ifndef EYEBALL_BOSS_BEHAVIOR_H
#define EYEBALL_BOSS_BEHAVIOR_H
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CEyeballBossBehavior : public Action< CEyeballBoss >
{
public:
virtual Action< CEyeballBoss > *InitialContainedAction( CEyeballBoss *me );
virtual ActionResult< CEyeballBoss > OnStart( CEyeballBoss *me, Action< CEyeballBoss > *priorAction );
virtual ActionResult< CEyeballBoss > Update( CEyeballBoss *me, float interval );
virtual EventDesiredResult< CEyeballBoss > OnInjured( CEyeballBoss *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CEyeballBoss > OnKilled( CEyeballBoss *me, const CTakeDamageInfo &info );
virtual const char *GetName( void ) const { return "Behavior"; } // return name of this action
private:
CountdownTimer m_stunCooldownTimer;
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CEyeballBossDead : public Action< CEyeballBoss >
{
public:
virtual ActionResult< CEyeballBoss > OnStart( CEyeballBoss *me, Action< CEyeballBoss > *priorAction );
virtual ActionResult< CEyeballBoss > Update( CEyeballBoss *me, float interval );
virtual const char *GetName( void ) const { return "Dead"; } // return name of this action
private:
CountdownTimer m_giveUpTimer;
};
#endif // EYEBALL_BOSS_BEHAVIOR_H