mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-03-12 05:22:55 +00:00
Disable some cs code
This commit is contained in:
parent
092fccdbf5
commit
857c080545
@ -221,10 +221,11 @@ void CCSBot::BotTouch(CBaseEntity *other)
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// TODO: Need to account for reaction time, etc.
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if (other->IsPlayer())
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{
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#if 0
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// if we are defusing a bomb, don't move
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if (IsDefusingBomb())
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return;
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#endif
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CBasePlayer *player = static_cast<CBasePlayer *>(other);
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// get priority of other player
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@ -292,10 +293,12 @@ void CCSBot::BotTouch(CBaseEntity *other)
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bool CCSBot::IsBusy() const
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{
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if (IsAttacking() ||
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#if 0
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IsBuying() ||
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IsDefusingBomb() ||
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GetTask() == PLANT_BOMB ||
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GetTask() == RESCUE_HOSTAGES ||
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#endif
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IsSniping())
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{
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return true;
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@ -462,6 +465,7 @@ bool CCSBot::IsDoingScenario() const
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// Return true if we noticed the bomb on the ground or on the radar (for T's only)
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#if 0
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bool CCSBot::NoticeLooseBomb() const
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{
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CCSBotManager *ctrl = TheCSBots();
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@ -519,7 +523,7 @@ bool CCSBot::CanSeePlantedBomb() const
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return false;
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}
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#endif
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// Return last enemy that hurt us
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CBasePlayer *CCSBot::GetAttacker() const
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@ -593,13 +597,13 @@ void CCSBot::SetHidingSpotCheckTimestamp(HidingSpot *spot)
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m_checkedHidingSpot[ leastRecent ].timestamp = gpGlobals->time;
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}
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}
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#if 0
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// Periodic check of hostage count in case we lost some
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void CCSBot::UpdateHostageEscortCount()
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{
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}
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#endif
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// Return true if we are outnumbered by enemies
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bool CCSBot::IsOutnumbered() const
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@ -860,8 +864,9 @@ const Vector *FindNearbyRetreatSpot(CCSBot *me, float maxRange)
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// Return euclidean distance to farthest escorted hostage.
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// Return -1 if no hostage is following us.
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#if 0
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float CCSBot::GetRangeToFarthestEscortedHostage() const
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{
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return 0;
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}
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#endif
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@ -378,7 +378,7 @@ public:
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void MoveTo(const Vector *pos, RouteType route = SAFEST_ROUTE); // move to potentially distant position
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bool IsMovingTo() const; // return true if we are in the MoveTo state
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#if 0
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void PlantBomb();
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void FetchBomb(); // bomb has been dropped - go get it
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@ -394,10 +394,11 @@ public:
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bool IsEscapingFromBomb() const; // return true if we are escaping from the bomb
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void RescueHostages();
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void UseEntity(CBaseEntity *entity); // use the entity
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// use the entity
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bool IsBuying() const;
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#endif
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void UseEntity(CBaseEntity *entity);
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void Panic(CBasePlayer *enemy); // look around in panic
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void Follow(CBasePlayer *player); // begin following given Player
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void ContinueFollowing(); // continue following our leader after finishing what we were doing
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@ -434,22 +435,22 @@ public:
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enum TaskType
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{
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SEEK_AND_DESTROY,
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PLANT_BOMB,
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FIND_TICKING_BOMB,
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DEFUSE_BOMB,
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GUARD_TICKING_BOMB,
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GUARD_BOMB_DEFUSER,
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GUARD_LOOSE_BOMB,
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GUARD_BOMB_ZONE,
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ESCAPE_FROM_BOMB,
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//PLANT_BOMB,
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//FIND_TICKING_BOMB,
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//DEFUSE_BOMB,
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//GUARD_TICKING_BOMB,
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//GUARD_BOMB_DEFUSER,
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//GUARD_LOOSE_BOMB,
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//GUARD_BOMB_ZONE,
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//ESCAPE_FROM_BOMB,
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HOLD_POSITION,
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FOLLOW,
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VIP_ESCAPE,
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GUARD_VIP_ESCAPE_ZONE,
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COLLECT_HOSTAGES,
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RESCUE_HOSTAGES,
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GUARD_HOSTAGES,
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GUARD_HOSTAGE_RESCUE_ZONE,
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//VIP_ESCAPE,
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//GUARD_VIP_ESCAPE_ZONE,
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//COLLECT_HOSTAGES,
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//RESCUE_HOSTAGES,
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//GUARD_HOSTAGES,
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//GUARD_HOSTAGE_RESCUE_ZONE,
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MOVE_TO_LAST_KNOWN_ENEMY_POSITION,
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MOVE_TO_SNIPER_SPOT,
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SNIPING,
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@ -662,10 +663,11 @@ public:
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bool IsPrimaryWeaponEmpty() const; // return true if primary weapon doesn't exist or is totally out of ammo
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bool IsPistolEmpty() const; // return true if secondary weapon doesn't exist or is totally out of ammo
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#if 0
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int GetHostageEscortCount() const;
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void IncreaseHostageEscortCount();
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float GetRangeToFarthestEscortedHostage() const;
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#endif
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void ResetWaitForHostagePatience();
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void ResetValues(); // reset internal data to initial state
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void BotDeathThink();
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@ -808,7 +810,7 @@ private:
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// game scenario mechanisms
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CSGameState m_gameState;
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#if 0
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// hostages mechanism
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byte m_hostageEscortCount;
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void UpdateHostageEscortCount();
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@ -816,7 +818,7 @@ private:
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bool m_isWaitingForHostage;
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CountdownTimer m_inhibitWaitingForHostageTimer;
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CountdownTimer m_waitForHostageTimer;
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#endif
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// listening mechanism
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Vector m_noisePosition; // position we last heard non-friendly noise
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float m_noiseTimestamp; // when we heard it (can get zeroed)
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@ -1035,11 +1037,12 @@ inline float CCSBot::GetSafeTime() const
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{
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return m_safeTime;
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}
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#if 0
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inline bool CCSBot::IsCarryingBomb() const
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{
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return false;
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}
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#endif
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inline bool CCSBot::IsFollowing() const
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{
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@ -1373,7 +1376,7 @@ inline CCSBot::ZoomType CCSBot::GetZoomLevel() const
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return HIGH_ZOOM;
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}
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#if 0
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inline int CCSBot::GetHostageEscortCount() const
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{
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return m_hostageEscortCount;
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@ -1389,7 +1392,7 @@ inline void CCSBot::ResetWaitForHostagePatience()
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m_isWaitingForHostage = false;
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m_inhibitWaitingForHostageTimer.Invalidate();
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}
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#endif
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inline float CCSBot::GetFeetZ() const
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{
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if (IsCrouching())
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@ -1642,13 +1645,13 @@ public:
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{
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// these areas are very slow to move through
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float crouchPenalty = (m_route == FASTEST_ROUTE) ? 20.0f : 5.0f;
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#if 0 /// TODO: useful in coop modes
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// avoid crouch areas if we are rescuing hostages
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if (m_bot->GetHostageEscortCount())
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{
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crouchPenalty *= 3.0f;
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}
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#endif
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cost += crouchPenalty * dist;
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}
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@ -84,7 +84,7 @@ void BotHelpMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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}
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// A teammate reported information about a bombsite
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#if 0
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void BotBombsiteStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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{
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// remember this bombsite's status
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@ -134,7 +134,7 @@ void BotBombStatusMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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}
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}
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}
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#endif
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// A teammate has asked that we follow him
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void BotFollowMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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@ -195,7 +195,7 @@ void BotDefendHereMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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}
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// A teammate has asked where the bomb is planted
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#if 0
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void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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{
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int zone = receiver->GetGameState()->GetPlantedBombsite();
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@ -203,14 +203,14 @@ void BotWhereBombMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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if (zone != CSGameState::UNKNOWN)
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receiver->GetChatter()->FoundPlantedBomb(zone);
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}
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#endif
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// A teammate has asked us to report in
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void BotRequestReportMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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{
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receiver->GetChatter()->ReportingIn();
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}
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#if 0
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// A teammate told us all the hostages are gone
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void BotAllHostagesGoneMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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@ -236,6 +236,7 @@ void BotHostageBeingTakenMeme::Interpret(CCSBot *sender, CCSBot *receiver) const
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// acknowledge
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receiver->GetChatter()->Say("Affirmative");
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}
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#endif
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BotSpeakable::BotSpeakable()
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{
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@ -1694,7 +1695,7 @@ void BotChatterInterface::ReportingIn()
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// where are we
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Place place = m_me->GetPlace();
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SayWhere(say, place);
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#if 0
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// what are we doing
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switch (m_me->GetTask())
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{
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@ -1741,7 +1742,7 @@ void BotChatterInterface::ReportingIn()
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break;
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}
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}
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#endif
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// what do we see
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if (m_me->IsAttacking())
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{
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@ -1896,7 +1897,7 @@ void BotChatterInterface::Negative()
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say->AppendPhrase(TheBotPhrases->GetPhrase("Negative"));
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AddStatement(say);
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}
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#if 0
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void BotChatterInterface::GoingToPlantTheBomb(Place place)
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{
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if (TheCSBots()->IsRoundOver())
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@ -2078,7 +2079,7 @@ void BotChatterInterface::FoundPlantedBomb(int zoneIndex)
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say->AttachMeme(new BotBombsiteStatusMeme(zoneIndex, BotBombsiteStatusMeme::PLANTED));
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AddStatement(say);
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}
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#endif
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void BotChatterInterface::Scared()
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{
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const float minInterval = 10.0f;
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@ -2141,7 +2142,7 @@ void BotChatterInterface::AnnouncePlan(const char *phraseName, Place place)
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say->SetStartTime(ctrl->GetRoundStartTime() + RANDOM_FLOAT(2.0, 3.0f));
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AddStatement(say);
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}
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#if 0
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void BotChatterInterface::GuardingHostages(Place place, bool isPlan)
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{
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if (TheCSBots()->IsRoundOver())
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@ -2256,3 +2257,4 @@ void BotChatterInterface::FriendlyFire()
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say->SetStartTime(gpGlobals->time + RANDOM_FLOAT(0.3f, 0.5f));
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AddStatement(say);
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}
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#endif
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@ -54,7 +54,7 @@ public:
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void Transmit(CCSBot *sender) const; // transmit meme to other bots
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virtual void Interpret(CCSBot *sender, CCSBot *receiver) const = 0; // cause the given bot to act on this meme
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};
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#if 0
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class BotAllHostagesGoneMeme: public BotMeme
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{
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public:
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@ -66,7 +66,7 @@ class BotHostageBeingTakenMeme: public BotMeme
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public:
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virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
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};
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#endif
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class BotHelpMeme: public BotMeme
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{
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public:
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@ -79,7 +79,7 @@ public:
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private:
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Place m_place;
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};
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#if 0
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class BotBombsiteStatusMeme: public BotMeme
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{
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public:
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@ -113,7 +113,7 @@ private:
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CSGameState::BombState m_state;
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Vector m_pos;
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};
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#endif
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class BotFollowMeme: public BotMeme
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{
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public:
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@ -133,11 +133,13 @@ private:
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Vector m_pos;
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};
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#if 0
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class BotWhereBombMeme: public BotMeme
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{
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public:
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virtual void Interpret(CCSBot *sender, CCSBot *receiver) const; // cause the given bot to act on this meme
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};
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#endif
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class BotRequestReportMeme: public BotMeme
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{
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@ -499,7 +501,7 @@ public:
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void PinnedDown();
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void Scared();
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void HeardNoise(const Vector *pos);
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#if 0
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void TheyPickedUpTheBomb();
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void GoingToPlantTheBomb(Place place);
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void BombsiteClear(int zoneIndex);
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@ -518,7 +520,7 @@ public:
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void TalkingToHostages();
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void EscortingHostages();
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NOXREF void HostageDown();
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#endif
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void CelebrateWin();
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void Encourage(const char *phraseName, float repeatInterval = 10.0f, float lifetime = 3.0f); // "encourage" the player to do the scenario
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@ -221,10 +221,10 @@ void CCSBot::ResetValues()
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m_lastRadioSentTimestamp = 0.0f;
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m_radioSubject = NULL;
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m_voiceFeedbackEndTimestamp = 0.0f;
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#if 0
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m_hostageEscortCount = 0;
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m_hostageEscortCountTimestamp = 0.0f;
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#endif
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m_noisePosition = Vector(0, 0, 0);
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m_noiseTimestamp = 0.0f;
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m_noiseCheckTimestamp = 0.0f;
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@ -24,13 +24,13 @@ void CCSBot::Idle()
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SetTask(SEEK_AND_DESTROY);
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SetState(&m_idleState);
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}
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#if 0
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void CCSBot::EscapeFromBomb()
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{
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// SetTask(ESCAPE_FROM_BOMB);
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// SetState(&m_escapeFromBombState);
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}
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#endif
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void CCSBot::Follow(CBasePlayer *player)
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{
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if (player == NULL)
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@ -67,12 +67,12 @@ void CCSBot::StopFollowing()
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}
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// Begin process of rescuing hostages
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#if 0
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void CCSBot::RescueHostages()
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{
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SetTask(RESCUE_HOSTAGES);
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}
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#endif
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// Use the entity
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void CCSBot::UseEntity(CBaseEntity *entity)
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@ -336,7 +336,7 @@ bool CCSBot::IsAttacking() const
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}
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// Return true if we are escaping from the bomb
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#if 0
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bool CCSBot::IsEscapingFromBomb() const
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{
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// if (m_state == static_cast<const BotState *>(&m_escapeFromBombState))
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@ -354,7 +354,7 @@ bool CCSBot::IsDefusingBomb() const
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return false;
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}
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#endif
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// Return true if we are hiding
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bool CCSBot::IsHiding() const
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@ -396,7 +396,7 @@ bool CCSBot::IsMovingTo() const
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}
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// Return true if we are buying
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#if 0
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bool CCSBot::IsBuying() const
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{
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// if (m_state == static_cast<const BotState *>(&m_buyState))
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@ -404,6 +404,7 @@ bool CCSBot::IsBuying() const
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return false;
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}
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#endif
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// Move to potentially distant position
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@ -414,6 +415,7 @@ void CCSBot::MoveTo(const Vector *pos, RouteType route)
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SetState(&m_moveToState);
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}
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#if 0
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void CCSBot::PlantBomb()
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{
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// SetState(&m_plantBombState);
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@ -430,6 +432,7 @@ void CCSBot::DefuseBomb()
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{
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// SetState(&m_defuseBombState);
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}
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#endif
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// Investigate recent enemy noise
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@ -476,7 +476,7 @@ void CCSBot::Update()
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}
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// TODO: This doesn't work if we are restricted to just knives and sniper rifles because we cant use the rifle at close range
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if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife() && !IsEscapingFromBomb())
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if (!IsSafe() && !IsUsingGrenade() && IsUsingKnife())
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{
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EquipBestWeapon();
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}
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@ -534,7 +534,7 @@ void CCSBot::Update()
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// check encounter spots
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UpdatePeripheralVision();
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#if 0
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// Update gamestate
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if (m_bomber != NULL)
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GetChatter()->SpottedBomber(GetBomber());
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@ -594,7 +594,7 @@ void CCSBot::Update()
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#endif
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}
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}
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#endif
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// Follow nearby humans if our co-op is high and we have nothing else to do
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// 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()
|
||||
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()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
// remember our prior safe time status
|
||||
m_wasSafe = IsSafe();
|
||||
}
|
||||
|
@ -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()
|
||||
// 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
|
||||
|
@ -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
|
||||
|
@ -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)
|
||||
me->GetChatter()->PlantingTheBomb(me->GetPlace());
|
||||
return;
|
||||
}
|
||||
|
||||
#endif
|
||||
// look around
|
||||
me->UpdateLookAround();
|
||||
|
||||
|
@ -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)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
me->Idle();
|
||||
return;
|
||||
}
|
||||
@ -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
|
||||
|
@ -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)
|
||||
me->PrintIfWatched("Trying to rescue hostages at the end of the round\n");
|
||||
return;
|
||||
}
|
||||
|
||||
#endif
|
||||
me->Hunt();
|
||||
return;
|
||||
}
|
||||
|
@ -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)
|
||||
// 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)
|
||||
}
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
case CCSBot::MOVE_TO_LAST_KNOWN_ENEMY_POSITION:
|
||||
{
|
||||
CBasePlayer *victim = static_cast<CBasePlayer *>(me->GetTaskEntity());
|
||||
|
Loading…
x
Reference in New Issue
Block a user