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hl2sdk/game/server/swarm/asw_ai_behavior_jump.h
2010-07-22 01:46:14 -05:00

97 lines
2.3 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Alien leaps at his enemy, doing damage on touch
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_JUMP_H
#define ASW_AI_BEHAVIOR_JUMP_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
extern Activity ACT_ALIEN_JUMP;
extern Activity ACT_ALIEN_LAND;
class CAI_ASW_JumpBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_JumpBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_JumpBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_JUMP; }
static const char *GetClassName() { return "behavior_jump"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Jump"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual void Init( );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void BeginScheduleSelection( );
virtual int SelectSchedule( );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
enum
{
SCHED_ALIEN_JUMP = BaseClass::NEXT_SCHEDULE,
NEXT_SCHEDULE,
TASK_FACE_JUMP = BaseClass::NEXT_TASK,
TASK_JUMP,
NEXT_TASK,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
bool ShouldJump( void );
bool CheckLanding( void );
// params
float m_flMinRange;
float m_flJumpTimeMin;
float m_flJumpTimeMax;
float m_flJumpDamage;
float m_flDamageDistance;
// state
bool m_bForcedStuckJump;
bool m_bHasDoneAirAttack;
float m_flJumpTime;
Vector m_vecSavedJump;
Vector m_vecLastJumpAttempt;
private:
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_JUMP_H