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_launch_grenades.h
// Michael Booth, November 2010
#ifndef BOSS_ALPHA_LAUNCH_GRENADES_H
#define BOSS_ALPHA_LAUNCH_GRENADES_H
#ifdef TF_RAID_MODE
#include "tf_weapon_grenade_pipebomb.h"
class CBossAlphaLaunchGrenades : public Action< CBossAlpha >
{
public:
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 );
// if anything interrupts this action, abort it
virtual ActionResult< CBossAlpha > OnSuspend( CBossAlpha *me, Action< CBossAlpha > *interruptingAction ) { return Done(); }
virtual const char *GetName( void ) const { return "LaunchGrenades"; } // return name of this action
private:
CountdownTimer m_timer;
CountdownTimer m_detonateTimer;
CUtlVector< CHandle< CTFGrenadePipebombProjectile > > m_grenadeVector;
void LaunchGrenade( CBossAlpha *me, const Vector &launchVel, CTFWeaponInfo *weaponInfo );
void LaunchGrenadeRings( CBossAlpha *me );
void LaunchGrenadeSpokes( CBossAlpha *me );
int m_animLayer;
};
#endif // TF_RAID_MODE
#endif // BOSS_ALPHA_LAUNCH_GRENADES_H