//========= 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" //-------------------------------------------------------------------------------------------------------------- /** * Escape from the bomb. */ void EscapeFromBombState::OnEnter( CCSBot *me ) { me->StandUp(); me->Run(); me->DestroyPath(); me->EquipKnife(); } //-------------------------------------------------------------------------------------------------------------- /** * Escape from the bomb. */ void EscapeFromBombState::OnUpdate( CCSBot *me ) { const Vector *bombPos = me->GetGameState()->GetBombPosition(); // if we don't know where the bomb is, we shouldn't be in this state if (bombPos == NULL) { me->Idle(); return; } // grab our knife to move quickly me->EquipKnife(); // look around me->UpdateLookAround(); if (me->UpdatePathMovement() != CCSBot::PROGRESSING) { // we have no path, or reached the end of one - create a new path far away from the bomb FarAwayFromPositionFunctor func( *bombPos ); CNavArea *goalArea = FindMinimumCostArea( me->GetLastKnownArea(), func ); // if this fails, we'll try again next time me->ComputePath( goalArea->GetCenter(), FASTEST_ROUTE ); } } //-------------------------------------------------------------------------------------------------------------- /** * Escape from the bomb. */ void EscapeFromBombState::OnExit( CCSBot *me ) { me->EquipBestWeapon(); }