ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_use_entity.cpp
2019-09-23 04:09:58 +07:00

74 lines
2.5 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"
// 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();
}