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. ============//
// headless_hatman_attack.h
// Halloween Boss chase and attack behavior
// Michael Booth, October 2010
#ifndef HEADLESS_HATMAN_ATTACK_H
#define HEADLESS_HATMAN_ATTACK_H
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CHeadlessHatmanAttack : public Action< CHeadlessHatman >
{
public:
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 "Attack"; } // return name of this action
private:
PathFollower m_path;
Vector m_homePos;
CountdownTimer m_homePosRecalcTimer;
void RecomputeHomePosition( void );
CountdownTimer m_axeSwingTimer;
CountdownTimer m_attackTimer;
CountdownTimer m_laughTimer;
CountdownTimer m_scareTimer;
CountdownTimer m_warnITTimer;
CountdownTimer m_footfallTimer;
void AttackTarget( CHeadlessHatman *me, CBaseCombatCharacter *pTarget, float flAttackRange );
void UpdateAxeSwing( CHeadlessHatman *me );
bool IsSwingingAxe( void ) const;
CHandle< CTFPlayer > m_closestVisible;
CHandle< CTFPlayer > m_lastIT;
CountdownTimer m_chaseVictimTimer;
void ValidateChaseVictim( CHeadlessHatman *me );
bool IsPotentiallyChaseable( CHeadlessHatman *me, CTFPlayer *victim );
CHandle< CBaseCombatCharacter > m_attackTarget; // the victim I'm momentarily attacking
CountdownTimer m_attackTargetFocusTimer;
void SelectVictim( CHeadlessHatman *me );
};
#endif // HEADLESS_HATMAN_ATTACK_H