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48 lines
1.2 KiB
48 lines
1.2 KiB
8 years ago
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#include "bot_common.h"
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// Face the entity and "use" it
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// NOTE: This state assumes we are standing in range of the entity to be used, with no obstructions.
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void UseEntityState::OnEnter(CCSBot *me)
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{
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;
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}
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void UseEntityState::OnUpdate(CCSBot *me)
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{
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// in the very rare situation where two or more bots "used" a hostage at the same time,
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// one bot will fail and needs to time out of this state
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const float useTimeout = 5.0f;
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if (me->GetStateTimestamp() - gpGlobals->time > useTimeout)
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{
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me->Idle();
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return;
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}
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// look at the entity
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Vector pos = m_entity->pev->origin + Vector(0, 0, HumanHeight * 0.5f);
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me->SetLookAt("Use entity", &pos, PRIORITY_HIGH);
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// if we are looking at the entity, "use" it and exit
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// if (me->IsLookingAtPosition(&pos))
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{
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#if 0
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if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES
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&& me->m_iTeam == CT
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&& me->GetTask() == CCSBot::COLLECT_HOSTAGES)
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{
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// we are collecting a hostage, assume we were successful - the update check will correct us if we weren't
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me->IncreaseHostageEscortCount();
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}
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#endif
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me->UseEnvironment();
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me->Idle();
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}
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}
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void UseEntityState::OnExit(CCSBot *me)
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{
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me->ClearLookAt();
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me->ResetStuckMonitor();
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}
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