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_use_item.h
// Equip and consume an item
// Michael Booth, July 2011
#include "cbase.h"
#include "tf_weaponbase.h"
#include "bot/tf_bot.h"
#include "bot/behavior/tf_bot_use_item.h"
//---------------------------------------------------------------------------------------------
CTFBotUseItem::CTFBotUseItem( CTFWeaponBase *item )
{
m_item = item;
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotUseItem::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
{
// force-equip the item we're going to use
me->PushRequiredWeapon( m_item );
m_cooldownTimer.Start( m_item->m_flNextPrimaryAttack - gpGlobals->curtime + 0.25f );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CTFBot > CTFBotUseItem::Update( CTFBot *me, float interval )
{
if ( m_item == NULL )
{
return Done( "NULL item" );
}
CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
if ( !myCurrentWeapon )
{
return Done( "NULL weapon" );
}
if ( m_cooldownTimer.HasStarted() )
{
if ( m_cooldownTimer.IsElapsed() )
{
// use it
me->PressFireButton();
m_cooldownTimer.Invalidate();
}
}
else // used
{
// some items use the taunt system - wait for the taunt to end
if ( !me->IsTaunting() )
{
return Done( "Item used" );
}
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CTFBotUseItem::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
{
me->PopRequiredWeapon();
}