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_wait_for_players.cpp
// Michael Booth, November 2010
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_wait_for_players.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_guard_spot.h"
extern ConVar tf_boss_alpha_nuke_interval;
ConVar tf_boss_alpha_sleep( "tf_boss_alpha_sleep", "0"/*, FCVAR_CHEAT */ );
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaWaitForPlayers::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
{
me->AddCondition( CBossAlpha::BUSY );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaWaitForPlayers::Update( CBossAlpha *me, float interval )
{
if ( tf_boss_alpha_sleep.GetBool() )
{
return Continue();
}
CBaseCombatCharacter *target = me->GetAttackTarget();
if ( target )
{
return ChangeTo( new CBossAlphaGuardSpot, "I see you..." );
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CBossAlphaWaitForPlayers::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
{
me->RemoveCondition( CBossAlpha::BUSY );
me->GetNukeTimer()->Start( tf_boss_alpha_nuke_interval.GetFloat() );
me->GetGrenadeTimer()->Reset();
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CBossAlpha > CBossAlphaWaitForPlayers::OnInjured( CBossAlpha *me, const CTakeDamageInfo &info )
{
if ( tf_boss_alpha_sleep.GetBool() )
{
return TryContinue();
}
return TryChangeTo( new CBossAlphaGuardSpot, RESULT_CRITICAL, "Ouch!" );
}
//---------------------------------------------------------------------------------------------
EventDesiredResult< CBossAlpha > CBossAlphaWaitForPlayers::OnContact( CBossAlpha *me, CBaseEntity *other, CGameTrace *result )
{
if ( other && other->IsPlayer() && !tf_boss_alpha_sleep.GetBool() )
{
return TryChangeTo( new CBossAlphaGuardSpot, RESULT_CRITICAL, "Don't touch me" );
}
return TryContinue();
}
#endif // TF_RAID_MODE