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. ============//
// tf_bot_spy_attack.h
// Backstab or pistol, as appropriate
// Michael Booth, June 2010
#ifndef TF_BOT_SPY_ATTACK_H
#define TF_BOT_SPY_ATTACK_H
#include "Path/NextBotChasePath.h"
//-------------------------------------------------------------------------------
class CTFBotSpyAttack : public Action< CTFBot >
{
public:
CTFBotSpyAttack( CTFPlayer *victim );
virtual ~CTFBotSpyAttack() { }
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual ActionResult< CTFBot > OnResume( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual QueryResultType ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const;
virtual QueryResultType IsHindrance( const INextBot *me, CBaseEntity *blocker ) const; // use this to signal the enemy we are focusing on, so we dont avoid them
virtual const CKnownEntity * SelectMoreDangerousThreat( const INextBot *me,
const CBaseCombatCharacter *subject,
const CKnownEntity *threat1,
const CKnownEntity *threat2 ) const; // return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
virtual const char *GetName( void ) const { return "SpyAttack"; };
private:
CHandle< CTFPlayer > m_victim;
ChasePath m_path;
bool m_isCoverBlown;
CountdownTimer m_chuckleTimer;
CountdownTimer m_decloakTimer;
};
#endif // TF_BOT_SPY_ATTACK_H