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_stunned.h
// Michael Booth, November 2010
#ifndef BOSS_ALPHA_STUNNED_H
#define BOSS_ALPHA_STUNNED_H
#ifdef TF_RAID_MODE
class CBossAlphaStunned : public Action< CBossAlpha >
{
public:
CBossAlphaStunned( float duration, Action< CBossAlpha > *nextAction = NULL );
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 > OnInjured( CBossAlpha *me, const CTakeDamageInfo &info );
virtual const char *GetName( void ) const { return "Stunned"; } // return name of this action
private:
CountdownTimer m_timer;
enum StunStateType
{
BECOMING_STUNNED,
STUNNED,
RECOVERING
}
m_state;
int m_layerUsed;
Action< CBossAlpha > *m_nextAction;
};
#endif // TF_RAID_MODE
#endif // BOSS_ALPHA_STUNNED_H