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_idle.h
// The 2011 Halloween Boss
// Michael Booth, October 2011
#ifndef EYEBALL_BOSS_IDLE_H
#define EYEBALL_BOSS_IDLE_H
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CEyeballBossIdle : public Action< CEyeballBoss >
{
public:
virtual ActionResult< CEyeballBoss > OnStart( CEyeballBoss *me, Action< CEyeballBoss > *priorAction );
virtual ActionResult< CEyeballBoss > Update( CEyeballBoss *me, float interval );
virtual ActionResult< CEyeballBoss > OnResume( CEyeballBoss *me, Action< CEyeballBoss > *interruptingAction );
virtual EventDesiredResult< CEyeballBoss > OnInjured( CEyeballBoss *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CEyeballBoss > OnOtherKilled( CEyeballBoss *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
virtual const char *GetName( void ) const { return "Idle"; } // return name of this action
private:
CountdownTimer m_lookAroundTimer;
PathFollower m_path;
CountdownTimer m_repathTimer;
CHandle< CBaseEntity > m_attacker;
CountdownTimer m_talkTimer;
CountdownTimer m_lifeTimer;
CountdownTimer m_moveTimer;
float m_lastWarnTime;
int m_lastHealth;
bool m_isLaughReady;
};
#endif // EYEBALL_BOSS_IDLE_H