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

84 lines
2.7 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"
// Plant the bomb.
void PlantBombState::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::OnUpdate(CCSBot *me)
{
CBasePlayerWeapon *pCurrentWeapon = me->GetActiveWeapon();
bool holdingC4 = false;
if (pCurrentWeapon)
{
if (FClassnameIs(pCurrentWeapon->pev, "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::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();
}