Browse Source

Disable some cs code

hlzbot-dirty
mittorn 8 years ago
parent
commit
857c080545
  1. 15
      dlls/bot/cs_bot.cpp
  2. 53
      dlls/bot/cs_bot.h
  3. 22
      dlls/bot/cs_bot_chatter.cpp
  4. 14
      dlls/bot/cs_bot_chatter.h
  5. 4
      dlls/bot/cs_bot_init.cpp
  6. 17
      dlls/bot/cs_bot_statemachine.cpp
  7. 10
      dlls/bot/cs_bot_update.cpp
  8. 9
      dlls/bot/cs_bot_weapon.cpp
  9. 3
      dlls/bot/states/cs_bot_attack.cpp
  10. 4
      dlls/bot/states/cs_bot_follow.cpp
  11. 5
      dlls/bot/states/cs_bot_hide.cpp
  12. 3
      dlls/bot/states/cs_bot_idle.cpp
  13. 7
      dlls/bot/states/cs_bot_move_to.cpp

15
dlls/bot/cs_bot.cpp

@ -221,10 +221,11 @@ void CCSBot::BotTouch(CBaseEntity *other) @@ -221,10 +221,11 @@ void CCSBot::BotTouch(CBaseEntity *other)
// TODO: Need to account for reaction time, etc.
if (other->IsPlayer())
{
#if 0
// if we are defusing a bomb, don't move
if (IsDefusingBomb())
return;
#endif
CBasePlayer *player = static_cast<CBasePlayer *>(other);
// get priority of other player
@ -292,10 +293,12 @@ void CCSBot::BotTouch(CBaseEntity *other) @@ -292,10 +293,12 @@ void CCSBot::BotTouch(CBaseEntity *other)
bool CCSBot::IsBusy() const
{
if (IsAttacking() ||
#if 0
IsBuying() ||
IsDefusingBomb() ||
GetTask() == PLANT_BOMB ||
GetTask() == RESCUE_HOSTAGES ||
#endif
IsSniping())
{
return true;
@ -462,6 +465,7 @@ bool CCSBot::IsDoingScenario() const @@ -462,6 +465,7 @@ bool CCSBot::IsDoingScenario() const
// Return true if we noticed the bomb on the ground or on the radar (for T's only)
#if 0
bool CCSBot::NoticeLooseBomb() const
{
CCSBotManager *ctrl = TheCSBots();
@ -519,7 +523,7 @@ bool CCSBot::CanSeePlantedBomb() const @@ -519,7 +523,7 @@ bool CCSBot::CanSeePlantedBomb() const
return false;
}
#endif
// Return last enemy that hurt us
CBasePlayer *CCSBot::GetAttacker() const
@ -593,13 +597,13 @@ void CCSBot::SetHidingSpotCheckTimestamp(HidingSpot *spot) @@ -593,13 +597,13 @@ void CCSBot::SetHidingSpotCheckTimestamp(HidingSpot *spot)
m_checkedHidingSpot[ leastRecent ].timestamp = gpGlobals->time;
}
}
#if 0
// Periodic check of hostage count in case we lost some
void CCSBot::UpdateHostageEscortCount()
{
}
#endif
// Return true if we are outnumbered by enemies
bool CCSBot::IsOutnumbered() const
@ -860,8 +864,9 @@ const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange) @@ -860,8 +864,9 @@ const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange)
// Return euclidean distance to farthest escorted hostage.
// Return -1 if no hostage is following us.
#if 0
float CCSBot::GetRangeToFarthestEscortedHostage() const
{
return 0;
}
#endif

53
dlls/bot/cs_bot.h

@ -378,7 +378,7 @@ public: @@ -378,7 +378,7 @@ public:
void MoveTo(const Vector *pos, RouteType route = SAFEST_ROUTE); // move to potentially distant position
bool IsMovingTo() const; // return true if we are in the MoveTo state
#if 0
void PlantBomb();
void FetchBomb(); // bomb has been dropped - go get it
@ -394,10 +394,11 @@ public: @@ -394,10 +394,11 @@ public:
bool IsEscapingFromBomb() const; // return true if we are escaping from the bomb
void RescueHostages();
void UseEntity(CBaseEntity *entity); // use the entity
// use the entity
bool IsBuying() const;
#endif
void UseEntity(CBaseEntity *entity);
void Panic(CBasePlayer *enemy); // look around in panic
void Follow(CBasePlayer *player); // begin following given Player
void ContinueFollowing(); // continue following our leader after finishing what we were doing
@ -434,22 +435,22 @@ public: @@ -434,22 +435,22 @@ public:
enum TaskType
{
SEEK_AND_DESTROY,
PLANT_BOMB,
FIND_TICKING_BOMB,
DEFUSE_BOMB,
GUARD_TICKING_BOMB,
GUARD_BOMB_DEFUSER,
GUARD_LOOSE_BOMB,
GUARD_BOMB_ZONE,
ESCAPE_FROM_BOMB,
//PLANT_BOMB,
//FIND_TICKING_BOMB,
//DEFUSE_BOMB,
//GUARD_TICKING_BOMB,
//GUARD_BOMB_DEFUSER,
//GUARD_LOOSE_BOMB,
//GUARD_BOMB_ZONE,
//ESCAPE_FROM_BOMB,
HOLD_POSITION,
FOLLOW,
VIP_ESCAPE,
GUARD_VIP_ESCAPE_ZONE,
COLLECT_HOSTAGES,
RESCUE_HOSTAGES,
GUARD_HOSTAGES,
GUARD_HOSTAGE_RESCUE_ZONE,
//VIP_ESCAPE,
//GUARD_VIP_ESCAPE_ZONE,
//COLLECT_HOSTAGES,
//RESCUE_HOSTAGES,
//GUARD_HOSTAGES,
//GUARD_HOSTAGE_RESCUE_ZONE,
MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
MOVE_TO_SNIPER_SPOT,
SNIPING,
@ -662,10 +663,11 @@ public: @@ -662,10 +663,11 @@ public:
bool IsPrimaryWeaponEmpty() const; // return true if primary weapon doesn't exist or is totally out of ammo
bool IsPistolEmpty() const; // return true if secondary weapon doesn't exist or is totally out of ammo
#if 0
int GetHostageEscortCount() const;
void IncreaseHostageEscortCount();
float GetRangeToFarthestEscortedHostage() const;
#endif
void ResetWaitForHostagePatience();
void ResetValues(); // reset internal data to initial state
void BotDeathThink();
@ -808,7 +810,7 @@ private: @@ -808,7 +810,7 @@ private:
// game scenario mechanisms
CSGameState m_gameState;
#if 0
// hostages mechanism
byte m_hostageEscortCount;
void UpdateHostageEscortCount();
@ -816,7 +818,7 @@ private: @@ -816,7 +818,7 @@ private:
bool m_isWaitingForHostage;
CountdownTimer m_inhibitWaitingForHostageTimer;
CountdownTimer m_waitForHostageTimer;
#endif
// listening mechanism
Vector m_noisePosition; // position we last heard non-friendly noise
float m_noiseTimestamp; // when we heard it (can get zeroed)
@ -1035,11 +1037,12 @@ inline float CCSBot::GetSafeTime() const @@ -1035,11 +1037,12 @@ inline float CCSBot::GetSafeTime() const
{
return m_safeTime;
}
#if 0
inline bool CCSBot::IsCarryingBomb() const
{
return false;
}
#endif
inline bool CCSBot::IsFollowing() const
{
@ -1373,7 +1376,7 @@ inline CCSBot::ZoomType CCSBot::GetZoomLevel() const @@ -1373,7 +1376,7 @@ inline CCSBot::ZoomType CCSBot::GetZoomLevel() const
return HIGH_ZOOM;
}
#if 0
inline int CCSBot::GetHostageEscortCount() const
{
return m_hostageEscortCount;
@ -1389,7 +1392,7 @@ inline void CCSBot::ResetWaitForHostagePatience() @@ -1389,7 +1392,7 @@ inline void CCSBot::ResetWaitForHostagePatience()
m_isWaitingForHostage = false;
m_inhibitWaitingForHostageTimer.Invalidate();
}
#endif
inline float CCSBot::GetFeetZ() const
{
if (IsCrouching())
@ -1642,13 +1645,13 @@ public: @@ -1642,13 +1645,13 @@ public:
{
// these areas are very slow to move through
float crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f;
#if 0 /// TODO: useful in coop modes
// avoid crouch areas if we are rescuing hostages
if (m_bot->GetHostageEscortCount())
{
crouchPenalty *= 3.0f;
}
#endif
cost += crouchPenalty * dist;
}

22
dlls/bot/cs_bot_chatter.cpp

@ -84,7 +84,7 @@ void BotHelpMeme::Interpret(CCSBot *sender, CCSBot *receiver) const @@ -84,7 +84,7 @@ void BotHelpMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
}
// A teammate reported information about a bombsite
#if 0
void BotBombsiteStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
{
// remember this bombsite's status
@ -134,7 +134,7 @@ void BotBombStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const @@ -134,7 +134,7 @@ void BotBombStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
}
}
}
#endif
// A teammate has asked that we follow him
void BotFollowMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
@ -195,7 +195,7 @@ void BotDefendHereMeme::Interpret(CCSBot *sender, CCSBot *receiver) const @@ -195,7 +195,7 @@ void BotDefendHereMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
}
// A teammate has asked where the bomb is planted
#if 0
void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
{
int zone = receiver->GetGameState()->GetPlantedBombsite();
@ -203,14 +203,14 @@ void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const @@ -203,14 +203,14 @@ void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
if (zone != CSGameState::UNKNOWN)
receiver->GetChatter()->FoundPlantedBomb(zone);
}
#endif
// A teammate has asked us to report in
void BotRequestReportMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
{
receiver->GetChatter()->ReportingIn();
}
#if 0
// A teammate told us all the hostages are gone
void BotAllHostagesGoneMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
@ -236,6 +236,7 @@ void BotHostageBeingTakenMeme::Interpret(CCSBot *sender, CCSBot *receiver) const @@ -236,6 +236,7 @@ void BotHostageBeingTakenMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
// acknowledge
receiver->GetChatter()->Say("Affirmative");
}
#endif
BotSpeakable::BotSpeakable()
{
@ -1694,7 +1695,7 @@ void BotChatterInterface::ReportingIn() @@ -1694,7 +1695,7 @@ void BotChatterInterface::ReportingIn()
// where are we
Place place = m_me->GetPlace();
SayWhere(say, place);
#if 0
// what are we doing
switch (m_me->GetTask())
{
@ -1741,7 +1742,7 @@ void BotChatterInterface::ReportingIn() @@ -1741,7 +1742,7 @@ void BotChatterInterface::ReportingIn()
break;
}
}
#endif
// what do we see
if (m_me->IsAttacking())
{
@ -1896,7 +1897,7 @@ void BotChatterInterface::Negative() @@ -1896,7 +1897,7 @@ void BotChatterInterface::Negative()
say->AppendPhrase(TheBotPhrases->GetPhrase("Negative"));
AddStatement(say);
}
#if 0
void BotChatterInterface::GoingToPlantTheBomb(Place place)
{
if (TheCSBots()->IsRoundOver())
@ -2078,7 +2079,7 @@ void BotChatterInterface::FoundPlantedBomb(int zoneIndex) @@ -2078,7 +2079,7 @@ void BotChatterInterface::FoundPlantedBomb(int zoneIndex)
say->AttachMeme(new BotBombsiteStatusMeme(zoneIndex, BotBombsiteStatusMeme::PLANTED));
AddStatement(say);
}
#endif
void BotChatterInterface::Scared()
{
const float minInterval = 10.0f;
@ -2141,7 +2142,7 @@ void BotChatterInterface::AnnouncePlan(const char *phraseName, Place place) @@ -2141,7 +2142,7 @@ void BotChatterInterface::AnnouncePlan(const char *phraseName, Place place)
say->SetStartTime(ctrl->GetRoundStartTime() + RANDOM_FLOAT(2.0, 3.0f));
AddStatement(say);
}
#if 0
void BotChatterInterface::GuardingHostages(Place place, bool isPlan)
{
if (TheCSBots()->IsRoundOver())
@ -2256,3 +2257,4 @@ void BotChatterInterface::FriendlyFire() @@ -2256,3 +2257,4 @@ void BotChatterInterface::FriendlyFire()
say->SetStartTime(gpGlobals->time + RANDOM_FLOAT(0.3f, 0.5f));
AddStatement(say);
}
#endif

14
dlls/bot/cs_bot_chatter.h

@ -54,7 +54,7 @@ public: @@ -54,7 +54,7 @@ public:
void Transmit(CCSBot *sender) const; // transmit meme to other bots
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const = 0; // cause the given bot to act on this meme
};
#if 0
class BotAllHostagesGoneMeme: public BotMeme
{
public:
@ -66,7 +66,7 @@ class BotHostageBeingTakenMeme: public BotMeme @@ -66,7 +66,7 @@ class BotHostageBeingTakenMeme: public BotMeme
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
#endif
class BotHelpMeme: public BotMeme
{
public:
@ -79,7 +79,7 @@ public: @@ -79,7 +79,7 @@ public:
private:
Place m_place;
};
#if 0
class BotBombsiteStatusMeme: public BotMeme
{
public:
@ -113,7 +113,7 @@ private: @@ -113,7 +113,7 @@ private:
CSGameState::BombState m_state;
Vector m_pos;
};
#endif
class BotFollowMeme: public BotMeme
{
public:
@ -133,11 +133,13 @@ private: @@ -133,11 +133,13 @@ private:
Vector m_pos;
};
#if 0
class BotWhereBombMeme: public BotMeme
{
public:
virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
};
#endif
class BotRequestReportMeme: public BotMeme
{
@ -499,7 +501,7 @@ public: @@ -499,7 +501,7 @@ public:
void PinnedDown();
void Scared();
void HeardNoise(const Vector *pos);
#if 0
void TheyPickedUpTheBomb();
void GoingToPlantTheBomb(Place place);
void BombsiteClear(int zoneIndex);
@ -518,7 +520,7 @@ public: @@ -518,7 +520,7 @@ public:
void TalkingToHostages();
void EscortingHostages();
NOXREF void HostageDown();
#endif
void CelebrateWin();
void Encourage(const char *phraseName, float repeatInterval = 10.0f, float lifetime = 3.0f); // "encourage" the player to do the scenario

4
dlls/bot/cs_bot_init.cpp

@ -221,10 +221,10 @@ void CCSBot::ResetValues() @@ -221,10 +221,10 @@ void CCSBot::ResetValues()
m_lastRadioSentTimestamp = 0.0f;
m_radioSubject = NULL;
m_voiceFeedbackEndTimestamp = 0.0f;
#if 0
m_hostageEscortCount = 0;
m_hostageEscortCountTimestamp = 0.0f;
#endif
m_noisePosition = Vector(0, 0, 0);
m_noiseTimestamp = 0.0f;
m_noiseCheckTimestamp = 0.0f;

17
dlls/bot/cs_bot_statemachine.cpp

@ -24,13 +24,13 @@ void CCSBot::Idle() @@ -24,13 +24,13 @@ void CCSBot::Idle()
SetTask(SEEK_AND_DESTROY);
SetState(&m_idleState);
}
#if 0
void CCSBot::EscapeFromBomb()
{
// SetTask(ESCAPE_FROM_BOMB);
// SetState(&m_escapeFromBombState);
}
#endif
void CCSBot::Follow(CBasePlayer *player)
{
if (player == NULL)
@ -67,12 +67,12 @@ void CCSBot::StopFollowing() @@ -67,12 +67,12 @@ void CCSBot::StopFollowing()
}
// Begin process of rescuing hostages
#if 0
void CCSBot::RescueHostages()
{
SetTask(RESCUE_HOSTAGES);
}
#endif
// Use the entity
void CCSBot::UseEntity(CBaseEntity *entity)
@ -336,7 +336,7 @@ bool CCSBot::IsAttacking() const @@ -336,7 +336,7 @@ bool CCSBot::IsAttacking() const
}
// Return true if we are escaping from the bomb
#if 0
bool CCSBot::IsEscapingFromBomb() const
{
// if (m_state == static_cast<const BotState *>(&m_escapeFromBombState))
@ -354,7 +354,7 @@ bool CCSBot::IsDefusingBomb() const @@ -354,7 +354,7 @@ bool CCSBot::IsDefusingBomb() const
return false;
}
#endif
// Return true if we are hiding
bool CCSBot::IsHiding() const
@ -396,7 +396,7 @@ bool CCSBot::IsMovingTo() const @@ -396,7 +396,7 @@ bool CCSBot::IsMovingTo() const
}
// Return true if we are buying
#if 0
bool CCSBot::IsBuying() const
{
// if (m_state == static_cast<const BotState *>(&m_buyState))
@ -404,6 +404,7 @@ bool CCSBot::IsBuying() const @@ -404,6 +404,7 @@ bool CCSBot::IsBuying() const
return false;
}
#endif
// Move to potentially distant position
@ -414,6 +415,7 @@ void CCSBot::MoveTo(const Vector *pos, RouteType route) @@ -414,6 +415,7 @@ void CCSBot::MoveTo(const Vector *pos, RouteType route)
SetState(&m_moveToState);
}
#if 0
void CCSBot::PlantBomb()
{
// SetState(&m_plantBombState);
@ -430,6 +432,7 @@ void CCSBot::DefuseBomb() @@ -430,6 +432,7 @@ void CCSBot::DefuseBomb()
{
// SetState(&m_defuseBombState);
}
#endif
// Investigate recent enemy noise

10
dlls/bot/cs_bot_update.cpp

@ -476,7 +476,7 @@ void CCSBot::Update() @@ -476,7 +476,7 @@ void CCSBot::Update()
}
// TODO: This doesn't work if we are restricted to just knives and sniper rifles because we cant use the rifle at close range
if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife() && !IsEscapingFromBomb())
if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife())
{
EquipBestWeapon();
}
@ -534,7 +534,7 @@ void CCSBot::Update() @@ -534,7 +534,7 @@ void CCSBot::Update()
// check encounter spots
UpdatePeripheralVision();
#if 0
// Update gamestate
if (m_bomber != NULL)
GetChatter()->SpottedBomber(GetBomber());
@ -594,7 +594,7 @@ void CCSBot::Update() @@ -594,7 +594,7 @@ void CCSBot::Update()
#endif
}
}
#endif
// Follow nearby humans if our co-op is high and we have nothing else to do
// If we were just following someone, don't auto-follow again for a short while to
// give us a chance to do something else.
@ -715,7 +715,7 @@ void CCSBot::Update() @@ -715,7 +715,7 @@ void CCSBot::Update()
ClearMovement();
}
#endif
#if 0
// if we get too far ahead of the hostages we are escorting, wait for them
if (!IsAttacking() && m_inhibitWaitingForHostageTimer.IsElapsed())
{
@ -746,7 +746,7 @@ void CCSBot::Update() @@ -746,7 +746,7 @@ void CCSBot::Update()
}
}
}
#endif
// remember our prior safe time status
m_wasSafe = IsSafe();
}

9
dlls/bot/cs_bot_weapon.cpp

@ -702,10 +702,13 @@ void CCSBot::ReloadCheck() @@ -702,10 +702,13 @@ void CCSBot::ReloadCheck()
// don't bother to reload if there are no enemies left
if (GetEnemiesRemaining() == 0)
return;
#if 0
if (IsDefusingBomb() || IsActiveWeaponReloading())
return;
#else
if (IsActiveWeaponReloading())
return;
#endif
if (IsActiveWeaponClipEmpty())
{
#if 0
@ -774,7 +777,7 @@ void CCSBot::SilencerCheck() @@ -774,7 +777,7 @@ void CCSBot::SilencerCheck()
// longer than reload check because reloading should take precedence
const float safeSilencerWaitTime = 3.5f;
if (IsDefusingBomb() || IsActiveWeaponReloading() || IsAttacking())
if (IsActiveWeaponReloading() || IsAttacking())
return;
// M4A1 and USP are the only weapons with removable silencers

3
dlls/bot/states/cs_bot_attack.cpp

@ -30,10 +30,11 @@ void AttackState::OnEnter(CCSBot *me) @@ -30,10 +30,11 @@ void AttackState::OnEnter(CCSBot *me)
m_shieldToggleTimestamp = gpGlobals->time + RANDOM_FLOAT(2.0f, 10.0f);
m_shieldForceOpen = false;
#if 0
// if we encountered someone while escaping, grab our weapon and fight!
if (me->IsEscapingFromBomb())
me->EquipBestWeapon();
#endif
if (me->IsUsingKnife())
{
// can't crouch and hold with a knife

4
dlls/bot/states/cs_bot_follow.cpp

@ -83,7 +83,7 @@ void FollowState::OnUpdate(CCSBot *me) @@ -83,7 +83,7 @@ void FollowState::OnUpdate(CCSBot *me)
me->Idle();
return;
}
#if 0
// if we are carrying the bomb and at a bombsite, plant
if (me->IsCarryingBomb() && me->IsAtBombsite())
{
@ -95,7 +95,7 @@ void FollowState::OnUpdate(CCSBot *me) @@ -95,7 +95,7 @@ void FollowState::OnUpdate(CCSBot *me)
me->GetChatter()->PlantingTheBomb(me->GetPlace());
return;
}
#endif
// look around
me->UpdateLookAround();

5
dlls/bot/states/cs_bot_hide.cpp

@ -49,8 +49,10 @@ void HideState::OnUpdate(CCSBot *me) @@ -49,8 +49,10 @@ void HideState::OnUpdate(CCSBot *me)
// wait until finished reloading to leave hide state
if (!me->IsActiveWeaponReloading())
{
if (gpGlobals->time - me->GetStateTimestamp() > m_duration)
{
#if 0
if (me->GetTask() == CCSBot::GUARD_LOOSE_BOMB)
{
// if we're guarding the loose bomb, continue to guard it but pick a new spot
@ -83,7 +85,7 @@ void HideState::OnUpdate(CCSBot *me) @@ -83,7 +85,7 @@ void HideState::OnUpdate(CCSBot *me)
return;
}
}
#endif
me->Idle();
return;
}
@ -220,6 +222,7 @@ void HideState::OnUpdate(CCSBot *me) @@ -220,6 +222,7 @@ void HideState::OnUpdate(CCSBot *me)
}
#endif
bool isSettledInSniper = (me->IsSniper() && m_isAtSpot) ? true : false;
// only investigate noises if we are initiating attacks, and we aren't a "settled in" sniper

3
dlls/bot/states/cs_bot_idle.cpp

@ -53,6 +53,7 @@ void IdleState::OnUpdate(CCSBot *me) @@ -53,6 +53,7 @@ void IdleState::OnUpdate(CCSBot *me)
// if round is over, hunt
if (me->GetGameState()->IsRoundOver())
{
#if 0
// if we are escorting hostages, try to get to the rescue zone
if (me->GetHostageEscortCount())
{
@ -64,7 +65,7 @@ void IdleState::OnUpdate(CCSBot *me) @@ -64,7 +65,7 @@ void IdleState::OnUpdate(CCSBot *me)
me->PrintIfWatched("Trying to rescue hostages at the end of the round\n");
return;
}
#endif
me->Hunt();
return;
}

7
dlls/bot/states/cs_bot_move_to.cpp

@ -17,9 +17,12 @@ void MoveToState::OnEnter(CCSBot *me) @@ -17,9 +17,12 @@ void MoveToState::OnEnter(CCSBot *me)
RouteType route;
switch (me->GetTask())
{
// maybe also fastest way to healthkits??
#if 0
case CCSBot::FIND_TICKING_BOMB:
case CCSBot::DEFUSE_BOMB:
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
#endif
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
route = FASTEST_ROUTE;
break;
@ -243,6 +246,7 @@ void MoveToState::OnUpdate(CCSBot *me) @@ -243,6 +246,7 @@ void MoveToState::OnUpdate(CCSBot *me)
// reached destination
switch (me->GetTask())
{
#if 0
case CCSBot::PLANT_BOMB:
{
// if we are at bombsite with the bomb, plant it
@ -273,6 +277,7 @@ void MoveToState::OnUpdate(CCSBot *me) @@ -273,6 +277,7 @@ void MoveToState::OnUpdate(CCSBot *me)
}
break;
}
#endif
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
{
CBasePlayer *victim = static_cast<CBasePlayer *>(me->GetTaskEntity());

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