ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_fetch_bomb.cpp
2016-01-25 23:17:37 +06:00

67 lines
1.4 KiB
C++

#include "precompiled.h"
// Move to the bomb on the floor and pick it up
/* <5587b3> ../cstrike/dlls/bot/states/cs_bot_fetch_bomb.cpp:17 */
void FetchBombState::__MAKE_VHOOK(OnEnter)(CCSBot *me)
{
me->DestroyPath();
}
// Move to the bomb on the floor and pick it up
/* <5587fa> ../cstrike/dlls/bot/states/cs_bot_fetch_bomb.cpp:26 */
void FetchBombState::__MAKE_VHOOK(OnUpdate)(CCSBot *me)
{
if (me->IsCarryingBomb())
{
me->PrintIfWatched( "I picked up the bomb\n" );
me->Idle();
return;
}
CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
if (bomb != NULL)
{
if (!me->HasPath())
{
// build a path to the bomb
if (me->ComputePath(TheNavAreaGrid.GetNavArea(&bomb->pev->origin), &bomb->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();
}
#ifdef HOOK_GAMEDLL
void FetchBombState::OnEnter(CCSBot *me)
{
OnEnter_(me);
}
void FetchBombState::OnUpdate(CCSBot *me)
{
OnUpdate_(me);
}
#endif // HOOK_GAMEDLL