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44 lines
1.6 KiB
44 lines
1.6 KiB
8 years ago
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void InstallBotControl();
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void Bot_ServerCommand();
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void Bot_RegisterCvars();
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class CBotManager
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{
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public:
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CBotManager();
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virtual ~CBotManager(){}
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virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
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virtual void ServerActivate() = 0;
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virtual void ServerDeactivate() = 0;
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virtual void ServerCommand(const char *pcmd) = 0;
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virtual void AddServerCommand(const char *cmd) = 0;
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virtual void AddServerCommands() = 0;
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virtual void RestartRound();
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virtual void StartFrame();
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// Events are propogated to all bots.
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// virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); // Invoked when event occurs in the game (some events have NULL entity).
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virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
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public:
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const char *GetNavMapFilename() const; // return the filename for this map's "nav" file
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// void AddGrenade(int type, CGrenade *grenade); // add an active grenade to the bot's awareness
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//void RemoveGrenade(CGrenade *grenade); // the grenade entity in the world is going away
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void ValidateActiveGrenades(); // destroy any invalid active grenades
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void DestroyAllGrenades();
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bool IsLineBlockedBySmoke(const Vector *from, const Vector *to); // return true if line intersects smoke volume
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bool IsInsideSmokeCloud(const Vector *pos); // return true if position is inside a smoke cloud
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private:
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// the list of active grenades the bots are aware of
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// ActiveGrenadeList m_activeGrenadeList;
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};
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extern CBotManager *TheBots;
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