Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
#include "cbase.h"
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.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->curtime > useTimeout)
{
me->Idle();
return;
}
// look at the entity
Vector pos = m_entity->EyePosition();
me->SetLookAt( "Use entity", pos, PRIORITY_HIGH );
// if we are looking at the entity, "use" it and exit
if (me->IsLookingAtPosition( pos ))
{
if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES &&
me->GetTeamNumber() == TEAM_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();
}
me->UseEnvironment();
me->Idle();
}
}
void UseEntityState::OnExit( CCSBot *me )
{
me->ClearLookAt();
me->ResetStuckMonitor();
}