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52 lines
1.7 KiB
52 lines
1.7 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_stickybomb_sentrygun.h
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// Destroy the given sentrygun with stickybombs
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// Michael Booth, August 2010
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#ifndef TF_BOT_STICKYBOMB_SENTRY_H
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#define TF_BOT_STICKYBOMB_SENTRY_H
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class CObjectSentrygun;
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class CTFBotStickybombSentrygun : public Action< CTFBot >
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{
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public:
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CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun );
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CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge );
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virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
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virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
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virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
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virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
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virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
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virtual QueryResultType ShouldHurry( const INextBot *me ) const;
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
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virtual const char *GetName( void ) const { return "StickybombSentrygun"; };
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private:
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float m_givenYaw, m_givenPitch, m_givenCharge;
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bool m_hasGivenAim;
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bool m_isFullReloadNeeded;
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CHandle< CObjectSentrygun > m_sentrygun;
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bool m_isChargingShot;
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CountdownTimer m_searchTimer;
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bool m_hasTarget;
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Vector m_eyeAimTarget;
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Vector m_launchSpot;
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float m_chargeToLaunch;
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float m_searchPitch;
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bool IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge );
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};
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#endif // TF_BOT_STICKYBOMB_SENTRY_H
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