mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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32df585edc
Refactoring & cleanup code
74 lines
2.5 KiB
C++
74 lines
2.5 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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// Face the entity and "use" it
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// NOTE: This state assumes we are standing in range of the entity to be used, with no obstructions.
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void UseEntityState::OnEnter(CCSBot *me)
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{
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;
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}
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void UseEntityState::OnUpdate(CCSBot *me)
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{
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// in the very rare situation where two or more bots "used" a hostage at the same time,
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// one bot will fail and needs to time out of this state
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const float useTimeout = 5.0f;
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if (me->GetStateTimestamp() - gpGlobals->time > useTimeout)
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{
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me->Idle();
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return;
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}
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// look at the entity
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Vector pos = m_entity->pev->origin + Vector(0, 0, HumanHeight * 0.5f);
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me->SetLookAt("Use entity", &pos, PRIORITY_HIGH);
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// if we are looking at the entity, "use" it and exit
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if (me->IsLookingAtPosition(&pos))
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{
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if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES
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&& me->m_iTeam == CT
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&& me->GetTask() == CCSBot::COLLECT_HOSTAGES)
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{
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// we are collecting a hostage, assume we were successful - the update check will correct us if we weren't
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me->IncreaseHostageEscortCount();
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}
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me->UseEnvironment();
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me->Idle();
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}
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}
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void UseEntityState::OnExit(CCSBot *me)
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{
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me->ClearLookAt();
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me->ResetStuckMonitor();
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}
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