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