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