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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/cstrike/bot/states/cs_bot_open_door.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/cstrike/bot/states/cs_bot_open_door.cpp')
| -rw-r--r-- | game/server/cstrike/bot/states/cs_bot_open_door.cpp | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/game/server/cstrike/bot/states/cs_bot_open_door.cpp b/game/server/cstrike/bot/states/cs_bot_open_door.cpp new file mode 100644 index 0000000..a945a6c --- /dev/null +++ b/game/server/cstrike/bot/states/cs_bot_open_door.cpp @@ -0,0 +1,94 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +// Author: Michael S. Booth ([email protected]), April 2005 + +#include "cbase.h" +#include "cs_bot.h" +#include "BasePropDoor.h" +#include "doors.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//------------------------------------------------------------------------------------------------- +/** + * Face the door and open it. + * NOTE: This state assumes we are standing in range of the door to be opened, with no obstructions. + */ +void OpenDoorState::OnEnter( CCSBot *me ) +{ + m_isDone = false; + m_timeout.Start( 1.0f ); +} + + +//------------------------------------------------------------------------------------------------- +void OpenDoorState::SetDoor( CBaseEntity *door ) +{ + CBaseDoor *funcDoor = dynamic_cast< CBaseDoor * >(door); + if ( funcDoor ) + { + m_funcDoor = funcDoor; + return; + } + + CBasePropDoor *propDoor = dynamic_cast< CBasePropDoor * >(door); + if ( propDoor ) + { + m_propDoor = propDoor; + return; + } +} + + +//------------------------------------------------------------------------------------------------- +void OpenDoorState::OnUpdate( CCSBot *me ) +{ + me->ResetStuckMonitor(); + + // wait for door to swing open before leaving state + if (m_timeout.IsElapsed()) + { + m_isDone = true; + return; + } + + // look at the door + Vector pos; + bool isDoorMoving = false; + if ( m_funcDoor ) + { + pos = m_funcDoor->WorldSpaceCenter(); + isDoorMoving = m_funcDoor->m_toggle_state == TS_GOING_UP || m_funcDoor->m_toggle_state == TS_GOING_DOWN; + } + else + { + pos = m_propDoor->WorldSpaceCenter(); + isDoorMoving = m_propDoor->IsDoorOpening() || m_propDoor->IsDoorClosing(); + } + + me->SetLookAt( "Open door", pos, PRIORITY_HIGH ); + + // if we are looking at the door, "use" it and exit + if (me->IsLookingAtPosition( pos )) + { + me->UseEnvironment(); + } +} + + +//------------------------------------------------------------------------------------------------- +void OpenDoorState::OnExit( CCSBot *me ) +{ + me->ClearLookAt(); + me->ResetStuckMonitor(); +} + + + |