Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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void InstallBotControl();
void Bot_ServerCommand();
void Bot_RegisterCvars();
class CBotManager
{
public:
CBotManager();
virtual ~CBotManager(){}
virtual void ClientDisconnect(CBasePlayer *pPlayer) = 0;
virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd) = 0;
virtual void ServerActivate() = 0;
virtual void ServerDeactivate() = 0;
virtual void ServerCommand(const char *pcmd) = 0;
virtual void AddServerCommand(const char *cmd) = 0;
virtual void AddServerCommands() = 0;
virtual void RestartRound();
virtual void StartFrame();
// Events are propogated to all bots.
// virtual void OnEvent(GameEventType event, CBaseEntity *entity = NULL, CBaseEntity *other = NULL); // Invoked when event occurs in the game (some events have NULL entity).
virtual unsigned int GetPlayerPriority(CBasePlayer *player) const = 0; // return priority of player (0 = max pri)
public:
const char *GetNavMapFilename() const; // return the filename for this map's "nav" file
// void AddGrenade(int type, CGrenade *grenade); // add an active grenade to the bot's awareness
//void RemoveGrenade(CGrenade *grenade); // the grenade entity in the world is going away
void ValidateActiveGrenades(); // destroy any invalid active grenades
void DestroyAllGrenades();
bool IsLineBlockedBySmoke(const Vector *from, const Vector *to); // return true if line intersects smoke volume
bool IsInsideSmokeCloud(const Vector *pos); // return true if position is inside a smoke cloud
private:
// the list of active grenades the bots are aware of
// ActiveGrenadeList m_activeGrenadeList;
};
extern CBotManager *TheBots;