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54 lines
1.6 KiB
54 lines
1.6 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_mission_suicide_bomber.h
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// Move to target and explode
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// Michael Booth, October 2011
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#ifndef TF_BOT_MISSION_REPROGRAMMED_H
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#define TF_BOT_MISSION_REPROGRAMMED_H
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#include "Path/NextBotPathFollow.h"
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class CTFBotMissionReprogrammed : public Action< CTFBot >
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{
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#ifdef STAGING_ONLY
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public:
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CTFBotMissionReprogrammed( void );
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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 EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
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virtual EventDesiredResult< CTFBot > OnKilled( CTFBot *me, const CTakeDamageInfo &info );
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virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
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virtual const char *GetName( void ) const { return "MissionReprogrammed"; };
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private:
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CHandle< CBaseEntity > m_victim; // the victim we are trying to destroy
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Vector m_lastKnownVictimPosition;
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PathFollower m_path;
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CountdownTimer m_repathTimer;
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CountdownTimer m_talkTimer;
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CountdownTimer m_detonateTimer;
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CountdownTimer m_detonateSeekTimer;
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CountdownTimer m_reprogrammedTimer;
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void StartDetonate( CTFBot *me, bool wasSuccessful = false );
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void Detonate( CTFBot *me );
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CTFPlayer *FindNearestEnemy( CTFBot *me );
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bool m_hasDetonated;
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bool m_wasSuccessful;
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int m_consecutivePathFailures;
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Vector m_vecDetLocation;
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#endif // STAGING_ONLY
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};
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#endif // TF_BOT_MISSION_REPROGRAMMED_H
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