📄 spawnidlestate.h
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#include "State.h"
class Monster;
class SpawnIdleState : public State
{
public:
SpawnIdleState();
~SpawnIdleState();
virtual VOID Init();
virtual VOID OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 );
virtual VOID OnExit();
virtual VOID OnUpdate( DWORD dwDeltaTick );
virtual VOID SetNPC( NPC *pNPC ) { m_pMonster = (Monster*)pNPC; State::SetNPC(pNPC); }
protected:
virtual VOID OnMsgAttacked( AI_MSG *pMsg );
virtual VOID OnMsgLeaveField( AI_MSG *pMsg );
virtual VOID OnMsgEnemyFound( AI_MSG *pMsg );
private:
Monster* m_pMonster;
util::Timer *m_pSearchTimer;
};
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