mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 16:15:43 +03:00
0eed08c133
Fixed a bug after killing czbot by headshot, angles turn at 180 degrees. Fixed some bugs with mp_nadedrops
77 lines
2.3 KiB
C++
77 lines
2.3 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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// Move to the bomb on the floor and pick it up
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void FetchBombState::OnEnter(CCSBot *me)
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{
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me->DestroyPath();
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}
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// Move to the bomb on the floor and pick it up
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void FetchBombState::OnUpdate(CCSBot *me)
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{
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if (me->IsCarryingBomb())
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{
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me->PrintIfWatched("I picked up the bomb\n");
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me->Idle();
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return;
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}
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CBaseEntity *pBomb = TheCSBots()->GetLooseBomb();
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if (pBomb)
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{
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if (!me->HasPath())
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{
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// build a path to the bomb
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if (me->ComputePath(TheNavAreaGrid.GetNavArea(&pBomb->pev->origin), &pBomb->pev->origin, SAFEST_ROUTE) == false)
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{
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me->PrintIfWatched("Fetch bomb pathfind failed\n");
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// go Hunt instead of Idle to prevent continuous re-pathing to inaccessible bomb
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me->Hunt();
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//return;
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}
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}
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}
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else
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{
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// someone picked up the bomb
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me->PrintIfWatched("Bomb not loose\n");
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me->Idle();
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return;
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}
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// look around
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me->UpdateLookAround();
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if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
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me->Idle();
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}
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