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_stickybomb_sentrygun.h
// Destroy the given sentrygun with stickybombs
// Michael Booth, August 2010
#ifndef TF_BOT_STICKYBOMB_SENTRY_H
#define TF_BOT_STICKYBOMB_SENTRY_H
class CObjectSentrygun;
class CTFBotStickybombSentrygun : public Action< CTFBot >
{
public:
CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun );
CTFBotStickybombSentrygun( CObjectSentrygun *sentrygun, float aimYaw, float aimPitch, float aimCharge );
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 ShouldHurry( const INextBot *me ) const;
virtual QueryResultType ShouldAttack( const INextBot *me, const CKnownEntity *them ) const; // should we attack "them"?
virtual QueryResultType ShouldRetreat( const INextBot *me ) const; // is it time to retreat?
virtual const char *GetName( void ) const { return "StickybombSentrygun"; };
private:
float m_givenYaw, m_givenPitch, m_givenCharge;
bool m_hasGivenAim;
bool m_isFullReloadNeeded;
CHandle< CObjectSentrygun > m_sentrygun;
bool m_isChargingShot;
CountdownTimer m_searchTimer;
bool m_hasTarget;
Vector m_eyeAimTarget;
Vector m_launchSpot;
float m_chargeToLaunch;
float m_searchPitch;
bool IsAimOnTarget( CTFBot *me, float pitch, float yaw, float charge );
};
#endif // TF_BOT_STICKYBOMB_SENTRY_H