ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_fetch_bomb.cpp
s1lent 32df585edc Remove hookers stuff
Refactoring & cleanup code
2017-11-01 18:30:47 +03:00

77 lines
2.3 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#include "precompiled.h"
// Move to the bomb on the floor and pick it up
void FetchBombState::OnEnter(CCSBot *me)
{
me->DestroyPath();
}
// Move to the bomb on the floor and pick it up
void FetchBombState::OnUpdate(CCSBot *me)
{
if (me->IsCarryingBomb())
{
me->PrintIfWatched( "I picked up the bomb\n" );
me->Idle();
return;
}
CBaseEntity *pBomb = TheCSBots()->GetLooseBomb();
if (pBomb)
{
if (!me->HasPath())
{
// build a path to the bomb
if (me->ComputePath(TheNavAreaGrid.GetNavArea(&pBomb->pev->origin), &pBomb->pev->origin, SAFEST_ROUTE) == false)
{
me->PrintIfWatched("Fetch bomb pathfind failed\n");
// go Hunt instead of Idle to prevent continuous re-pathing to inaccessible bomb
me->Hunt();
//return;
}
}
}
else
{
// someone picked up the bomb
me->PrintIfWatched("Bomb not loose\n");
me->Idle();
return;
}
// look around
me->UpdateLookAround();
if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
me->Idle();
}