#include "precompiled.h" // Plant the bomb. void PlantBombState::__MAKE_VHOOK(OnEnter)(CCSBot *me) { me->Crouch(); me->SetDisposition(CCSBot::SELF_DEFENSE); float yaw = me->pev->v_angle.y; Vector2D dir(BotCOS(yaw), BotSIN(yaw)); Vector down(me->pev->origin.x + 10.0f * dir.x, me->pev->origin.y + 10.0f * dir.y, me->GetFeetZ()); me->SetLookAt("Plant bomb on floor", &down, PRIORITY_HIGH); } // Plant the bomb. void PlantBombState::__MAKE_VHOOK(OnUpdate)(CCSBot *me) { CBasePlayerWeapon *gun = me->GetActiveWeapon(); bool holdingC4 = false; if (gun != NULL) { if (FStrEq(STRING(gun->pev->classname), "weapon_c4")) holdingC4 = true; } // if we aren't holding the C4, grab it, otherwise plant it if (holdingC4) me->PrimaryAttack(); else me->SelectItem("weapon_c4"); // if we no longer have the C4, we've successfully planted if (!me->IsCarryingBomb()) { // move to a hiding spot and watch the bomb me->SetTask(CCSBot::GUARD_TICKING_BOMB); me->Hide(); } // if we time out, it's because we slipped into a non-plantable area const float timeout = 5.0f; if (gpGlobals->time - me->GetStateTimestamp() > timeout) me->Idle(); } void PlantBombState::__MAKE_VHOOK(OnExit)(CCSBot *me) { // equip our rifle (in case we were interrupted while holding C4) me->EquipBestWeapon(); me->StandUp(); me->ResetStuckMonitor(); me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE); me->ClearLookAt(); }