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