//========= Copyright Valve Corporation, All rights reserved. ============// // tf_bot_taunt.cpp // Stand still and play a taunt animation // Michael Booth, November 2009 #include "cbase.h" #include "team.h" #include "bot/tf_bot.h" #include "bot/behavior/tf_bot_taunt.h" //--------------------------------------------------------------------------------------------- ActionResult< CTFBot > CTFBotTaunt::OnStart( CTFBot *me, Action< CTFBot > *priorAction ) { // wait a short random time so entire mob doesn't taunt in unison m_tauntTimer.Start( RandomFloat( 0, 1.0f ) ); m_didTaunt = false; return Continue(); } //--------------------------------------------------------------------------------------------- ActionResult< CTFBot > CTFBotTaunt::Update( CTFBot *me, float interval ) { if ( m_tauntTimer.IsElapsed() ) { if ( m_didTaunt ) { // Stop taunting after a while if ( m_tauntEndTimer.IsElapsed() && me->m_Shared.GetTauntIndex() == TAUNT_LONG ) { me->EndLongTaunt(); } if ( me->m_Shared.InCond( TF_COND_TAUNTING ) == false ) { return Done( "Taunt finished" ); } } else { me->HandleTauntCommand(); // Start a timer to end our taunt in case we're still going after awhile m_tauntEndTimer.Start( RandomFloat( 3.f, 5.f ) ); m_didTaunt = true; } } return Continue(); }