/* * * 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" // Face the entity and "use" it // NOTE: This state assumes we are standing in range of the entity to be used, with no obstructions. void UseEntityState::OnEnter(CCSBot *me) { ; } void UseEntityState::OnUpdate(CCSBot *me) { // in the very rare situation where two or more bots "used" a hostage at the same time, // one bot will fail and needs to time out of this state const float useTimeout = 5.0f; if (me->GetStateTimestamp() - gpGlobals->time > useTimeout) { me->Idle(); return; } // look at the entity Vector pos = m_entity->pev->origin + Vector(0, 0, HumanHeight * 0.5f); me->SetLookAt("Use entity", &pos, PRIORITY_HIGH); // if we are looking at the entity, "use" it and exit if (me->IsLookingAtPosition(&pos)) { if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES && me->m_iTeam == CT && me->GetTask() == CCSBot::COLLECT_HOSTAGES) { // we are collecting a hostage, assume we were successful - the update check will correct us if we weren't me->IncreaseHostageEscortCount(); } me->UseEnvironment(); me->Idle(); } } void UseEntityState::OnExit(CCSBot *me) { me->ClearLookAt(); me->ResetStuckMonitor(); }