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58 lines
1.4 KiB
58 lines
1.4 KiB
8 years ago
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#include "bot_common.h"
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// Plant the bomb.
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void PlantBombState::OnEnter(CCSBot *me)
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{
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me->Crouch();
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me->SetDisposition(CCSBot::SELF_DEFENSE);
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float yaw = me->pev->v_angle.y;
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Vector2D dir(BotCOS(yaw), BotSIN(yaw));
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Vector down(me->pev->origin.x + 10.0f * dir.x, me->pev->origin.y + 10.0f * dir.y, me->GetFeetZ());
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me->SetLookAt("Plant bomb on floor", &down, PRIORITY_HIGH);
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}
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// Plant the bomb.
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void PlantBombState::OnUpdate(CCSBot *me)
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{
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CBasePlayerWeapon *gun = me->GetActiveWeapon();
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bool holdingC4 = false;
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if (gun != NULL)
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{
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if (FStrEq(STRING(gun->pev->classname), "weapon_c4"))
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holdingC4 = true;
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}
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// if we aren't holding the C4, grab it, otherwise plant it
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if (holdingC4)
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me->PrimaryAttack();
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else
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me->SelectItem("weapon_c4");
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// if we no longer have the C4, we've successfully planted
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if (!me->IsCarryingBomb())
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{
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// move to a hiding spot and watch the bomb
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me->SetTask(CCSBot::GUARD_TICKING_BOMB);
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me->Hide();
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}
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// if we time out, it's because we slipped into a non-plantable area
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const float timeout = 5.0f;
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if (gpGlobals->time - me->GetStateTimestamp() > timeout)
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me->Idle();
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}
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void PlantBombState::OnExit(CCSBot *me)
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{
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// equip our rifle (in case we were interrupted while holding C4)
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me->EquipBestWeapon();
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me->StandUp();
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me->ResetStuckMonitor();
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me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
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me->ClearLookAt();
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}
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