ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_defuse_bomb.cpp
s1lentq f27b125d15 Refactoring.
Removed useless entities: (item_security, item_suit)
Bugfix: was resetting m_iCount from armoury_entity
Bugfix: incorrect check with pev->takedamage in CBaseEntity::TraceAttack, CBaseMonster::TraceAttack
Bugfix: zBot not continues to play after defused bomb and when mp_round_infinite is not 0
2016-07-14 21:12:17 +07:00

71 lines
1.5 KiB
C++

#include "precompiled.h"
// Begin defusing the bomb
void DefuseBombState::__MAKE_VHOOK(OnEnter)(CCSBot *me)
{
me->Crouch();
me->SetDisposition(CCSBot::SELF_DEFENSE);
me->GetChatter()->Say("DefusingBomb");
}
// Defuse the bomb
void DefuseBombState::__MAKE_VHOOK(OnUpdate)(CCSBot *me)
{
const Vector *bombPos = me->GetGameState()->GetBombPosition();
if (!bombPos)
{
me->PrintIfWatched("In Defuse state, but don't know where the bomb is!\n");
me->Idle();
return;
}
// look at the bomb
me->SetLookAt("Defuse bomb", bombPos, PRIORITY_HIGH);
// defuse...
me->UseEnvironment();
if (gpGlobals->time - me->GetStateTimestamp() > 1.0f)
{
// if we missed starting the defuse, give up
if (!TheCSBots()->GetBombDefuser())
{
me->PrintIfWatched("Failed to start defuse, giving up\n");
me->Idle();
return;
}
else if (TheCSBots()->GetBombDefuser() != me)
{
// if someone else got the defuse, give up
me->PrintIfWatched("Someone else started defusing, giving up\n");
me->Idle();
return;
}
}
// if bomb has been defused, give up
if (!TheCSBots()->IsBombPlanted())
{
#ifdef REGAMEDLL_ADD
if (CSGameRules()->HasRoundInfinite(SCENARIO_BLOCK_BOMB)) {
me->GetGameState()->Reset();
me->Hunt();
return;
}
#endif
me->Idle();
return;
}
}
void DefuseBombState::__MAKE_VHOOK(OnExit)(CCSBot *me)
{
me->StandUp();
me->ResetStuckMonitor();
me->SetTask(CCSBot::SEEK_AND_DESTROY);
me->SetDisposition(CCSBot::ENGAGE_AND_INVESTIGATE);
me->ClearLookAt();
}