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. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "../merasmus.h"
#include "merasmus_stunned.h"
#include "merasmus_teleport.h"
#include "tf_player.h"
ActionResult< CMerasmus > CMerasmusStunned::OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
{
m_nStunStage = STUN_BEGIN;
int iLayer = me->AddGesture( ACT_MP_STUN_BEGIN );
float flDuration = me->GetLayerDuration( iLayer );
m_stunAnimationTimer.Start( flDuration );
me->OnBeginStun();
return Continue();
}
ActionResult< CMerasmus > CMerasmusStunned::Update( CMerasmus *me, float interval )
{
// finished?
if ( m_nStunStage == STUN_END && m_stunFinishTimer.IsElapsed() )
{
if ( me->ShouldDisguise() )
{
return Done();
}
if ( me->GetBombHitCount() >= 3 )
{
return ChangeTo( new CMerasmusTeleport( true, true ), "Teleport AOE!" );
}
else
{
return ChangeTo( new CMerasmusTeleport( false, false ), "Teleport to new area!" );
}
}
if ( m_stunAnimationTimer.IsElapsed() )
{
bool bStunned = me->HasStunTimer();
// reset animation if stunned
if ( bStunned )
{
m_nStunStage = STUN_BEGIN;
}
switch ( m_nStunStage )
{
case STUN_BEGIN:
{
int iLayer = me->AddGesture( ACT_MP_STUN_MIDDLE );
float flDuration = me->GetLayerDuration( iLayer );
m_stunAnimationTimer.Start( flDuration );
if ( !bStunned )
{
m_nStunStage = STUN_MID;
}
}
break;
case STUN_MID:
{
int iLayer = me->AddGesture( ACT_MP_STUN_END );
float flDuration = me->GetLayerDuration( iLayer );
m_stunAnimationTimer.Start( flDuration );
m_nStunStage = STUN_END;
m_stunFinishTimer.Start( flDuration + 0.5f );
}
break;
}
}
return Continue();
}
void CMerasmusStunned::OnEnd( CMerasmus *me, Action< CMerasmus > *nextAction )
{
me->OnEndStun();
}