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80 lines
2.1 KiB
80 lines
2.1 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Plant the bomb.
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*/
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void PlantBombState::OnEnter( CCSBot *me )
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{
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me->Crouch();
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me->SetDisposition( CCSBot::SELF_DEFENSE );
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// look at the floor
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// Vector down( myOrigin.x, myOrigin.y, -1000.0f );
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float yaw = me->EyeAngles().y;
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Vector2D dir( BotCOS(yaw), BotSIN(yaw) );
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Vector myOrigin = GetCentroid( me );
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Vector down( myOrigin.x + 10.0f * dir.x, myOrigin.y + 10.0f * dir.y, me->GetFeetZ() );
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me->SetLookAt( "Plant bomb on floor", down, PRIORITY_HIGH );
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Plant the bomb.
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*/
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void PlantBombState::OnUpdate( CCSBot *me )
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{
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CBaseCombatWeapon *gun = me->GetActiveWeapon();
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bool holdingC4 = false;
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if (gun)
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{
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if (FStrEq( gun->GetClassname(), "weapon_c4" ))
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holdingC4 = true;
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}
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// if we aren't holding the C4, grab it, otherwise plant it
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if (holdingC4)
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me->PrimaryAttack();
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else
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me->SelectItem( "weapon_c4" );
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// if we no longer have the C4, we've successfully planted
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if (!me->HasC4())
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{
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// move to a hiding spot and watch the bomb
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me->SetTask( CCSBot::GUARD_TICKING_BOMB );
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me->Hide();
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}
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// if we time out, it's because we slipped into a non-plantable area
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const float timeout = 5.0f;
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if (gpGlobals->curtime - me->GetStateTimestamp() > timeout)
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me->Idle();
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}
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//--------------------------------------------------------------------------------------------------------------
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void PlantBombState::OnExit( CCSBot *me )
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{
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// equip our rifle (in case we were interrupted while holding C4)
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me->EquipBestWeapon();
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me->StandUp();
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me->ResetStuckMonitor();
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me->SetDisposition( CCSBot::ENGAGE_AND_INVESTIGATE );
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me->ClearLookAt();
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}
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