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. ============//
//
//
//
//=============================================================================
#ifndef ZOMBIE_ATTACK_H
#define ZOMBIE_ATTACK_H
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CZombieAttack : public Action< CZombie >
{
public:
virtual ActionResult< CZombie > OnStart( CZombie *me, Action< CZombie > *priorAction );
virtual ActionResult< CZombie > Update( CZombie *me, float interval );
virtual EventDesiredResult< CZombie > OnStuck( CZombie *me );
virtual EventDesiredResult< CZombie > OnContact( CZombie *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CZombie > OnOtherKilled( CZombie *me, CBaseCombatCharacter *victim, const CTakeDamageInfo &info );
virtual const char *GetName( void ) const { return "Attack"; } // return name of this action
private:
PathFollower m_path;
CHandle< CBaseCombatCharacter > m_attackTarget;
CountdownTimer m_attackTimer;
CountdownTimer m_specialAttackTimer;
CountdownTimer m_attackTargetFocusTimer;
CountdownTimer m_tauntTimer;
bool IsPotentiallyChaseable( CZombie *me, CBaseCombatCharacter *victim );
void SelectVictim( CZombie *me );
};
#endif // ZOMBIE_ATTACK_H