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. ============//
// boss_alpha_chase_victim.h
// Michael Booth, November 2010
#ifndef BOSS_ALPHA_CHASE_VICTIM_H
#define BOSS_ALPHA_CHASE_VICTIM_H
#ifdef TF_RAID_MODE
#include "nav_mesh/tf_path_follower.h"
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CBossAlphaChaseVictim : public Action< CBossAlpha >
{
public:
CBossAlphaChaseVictim( CBaseCombatCharacter *chaseTarget );
virtual ActionResult< CBossAlpha > OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction );
virtual ActionResult< CBossAlpha > Update( CBossAlpha *me, float interval );
virtual void OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction );
virtual EventDesiredResult< CBossAlpha > OnStuck( CBossAlpha *me );
virtual EventDesiredResult< CBossAlpha > OnMoveToSuccess( CBossAlpha *me, const Path *path );
virtual EventDesiredResult< CBossAlpha > OnMoveToFailure( CBossAlpha *me, const Path *path, MoveToFailureType reason );
virtual const char *GetName( void ) const { return "ChaseVictim"; } // return name of this action
private:
CTFPathFollower m_path;
IntervalTimer m_visibleTimer;
CHandle< CBaseCombatCharacter > m_lastTarget;
CHandle< CBaseCombatCharacter > m_chaseTarget;
Vector m_lastKnownTargetSpot;
};
#endif // TF_RAID_MODE
#endif // BOSS_ALPHA_CHASE_VICTIM_H