//========= 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" //-------------------------------------------------------------------------------------------------------------- /** * Plant the bomb. */ void PlantBombState::OnEnter( CCSBot *me ) { me->Crouch(); me->SetDisposition( CCSBot::SELF_DEFENSE ); // look at the floor // Vector down( myOrigin.x, myOrigin.y, -1000.0f ); float yaw = me->EyeAngles().y; Vector2D dir( BotCOS(yaw), BotSIN(yaw) ); Vector myOrigin = GetCentroid( me ); Vector down( myOrigin.x + 10.0f * dir.x, myOrigin.y + 10.0f * dir.y, me->GetFeetZ() ); me->SetLookAt( "Plant bomb on floor", down, PRIORITY_HIGH ); } //-------------------------------------------------------------------------------------------------------------- /** * Plant the bomb. */ void PlantBombState::OnUpdate( CCSBot *me ) { CBaseCombatWeapon *gun = me->GetActiveWeapon(); bool holdingC4 = false; if (gun) { if (FStrEq( gun->GetClassname(), "weapon_c4" )) holdingC4 = true; } // if we aren't holding the C4, grab it, otherwise plant it if (holdingC4) me->PrimaryAttack(); else me->SelectItem( "weapon_c4" ); // if we no longer have the C4, we've successfully planted if (!me->HasC4()) { // move to a hiding spot and watch the bomb me->SetTask( CCSBot::GUARD_TICKING_BOMB ); me->Hide(); } // if we time out, it's because we slipped into a non-plantable area const float timeout = 5.0f; if (gpGlobals->curtime - me->GetStateTimestamp() > timeout) me->Idle(); } //-------------------------------------------------------------------------------------------------------------- void PlantBombState::OnExit( CCSBot *me ) { // equip our rifle (in case we were interrupted while holding C4) me->EquipBestWeapon(); me->StandUp(); me->ResetStuckMonitor(); me->SetDisposition( CCSBot::ENGAGE_AND_INVESTIGATE ); me->ClearLookAt(); }