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. ============//
// crybaby_boss_attack.h
// Halloween Boss 2011 chase and attack behavior
// Michael Booth, October 2011
#ifndef CRYBABY_BOSS_ATTACK_H
#define CRYBABY_BOSS_ATTACK_H
#include "NextBot/Path/NextBotChasePath.h"
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CCryBabyBossAttack : public Action< CHeadlessHatman >
{
public:
CCryBabyBossAttack( CTFPlayer *victim );
virtual ~CCryBabyBossAttack() { }
virtual ActionResult< CHeadlessHatman > OnStart( CHeadlessHatman *me, Action< CHeadlessHatman > *priorAction );
virtual ActionResult< CHeadlessHatman > Update( CHeadlessHatman *me, float interval );
virtual EventDesiredResult< CHeadlessHatman > OnStuck( CHeadlessHatman *me );
virtual EventDesiredResult< CHeadlessHatman > OnContact( CHeadlessHatman *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual const char *GetName( void ) const { return "CryBabyBossAttack"; } // return name of this action
private:
ChasePath m_chasePath;
CHandle< CTFPlayer > m_victim;
CountdownTimer m_axeSwingTimer;
CountdownTimer m_attackTimer;
CountdownTimer m_laughTimer;
CountdownTimer m_footfallTimer;
void UpdateAxeSwing( CHeadlessHatman *me );
bool IsSwingingAxe( void ) const;
bool IsVictimChaseable( CHeadlessHatman *me );
CHandle< CBaseCombatCharacter > m_attackTarget; // the victim I'm momentarily attacking
CountdownTimer m_attackTargetFocusTimer;
};
#endif // CRYBABY_BOSS_ATTACK_H