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

98 lines
2.6 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_MELEE_H
#define ASW_AI_BEHAVIOR_MELEE_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_MeleeBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_MeleeBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_MeleeBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_MELEE; }
static const char *GetClassName() { return "behavior_melee"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Melee"; }
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 void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
virtual bool BehaviorHandleAnimEvent( animevent_t *pEvent );
virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
enum
{
SCHED_MELEE1_DO_ATTACK = BaseClass::NEXT_SCHEDULE,
SCHED_MELEE1_DO_ATTACK_NO_TURNING,
SCHED_MELEE2_DO_ATTACK,
SCHED_MELEE2_DO_ATTACK_NO_TURNING,
NEXT_SCHEDULE,
TASK_MELEE_FLIP_AROUND = BaseClass::NEXT_TASK,
NEXT_TASK,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
private:
void HullAttack( float flDistance, float flDamage, float flForce, CUtlSymbol &AttackHitSound, CUtlSymbol &AttackMissSound );
void SphereAttack( float flDistance, float flDamage, float flForce, CUtlSymbol &AttackHitSound, CUtlSymbol &AttackMissSound );
float m_flMinRange;
float m_flMaxRange;
float m_flAttackDotAngle;
float m_flMinDamage;
float m_flMaxDamage;
float m_flForce;
float m_flPunchVelocity;
float m_flPunchAngle;
bool m_bNoTurnDuringAttack;
CUtlSymbol m_AttackHitSound;
CUtlSymbol m_MissHitSound;
bool m_bKnockdown;
float m_flKnockdownLift;
float m_flKnockdownSpeed;
bool m_bSecondaryMelee;
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_MELEE_H