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_prepare_stickybomb_trap.h
// Place stickybombs to create a deadly trap
// Michael Booth, July 2010
#ifndef TF_BOT_PREPARE_STICKYBOMB_TRAP_H
#define TF_BOT_PREPARE_STICKYBOMB_TRAP_H
class CTFBotPrepareStickybombTrap : public Action< CTFBot >
{
public:
CTFBotPrepareStickybombTrap( void );
virtual ~CTFBotPrepareStickybombTrap( );
static bool IsPossible( CTFBot *me ); // Return true if this Action has what it needs to perform right now
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual void OnEnd( CTFBot *me, Action< CTFBot > *nextAction );
virtual ActionResult< CTFBot > OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction );
virtual EventDesiredResult< CTFBot > OnInjured( CTFBot *me, const CTakeDamageInfo &info );
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual const char *GetName( void ) const { return "PrepareStickybombTrap"; };
struct BombTargetArea
{
CTFNavArea *m_area;
int m_count;
};
private:
bool m_isFullReloadNeeded;
CTFNavArea *m_myArea;
CUtlVector< BombTargetArea > m_bombTargetAreaVector;
void InitBombTargetAreas( CTFBot *me );
CountdownTimer m_launchWaitTimer;
};
#endif // TF_BOT_PREPARE_STICKYBOMB_TRAP_H