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-rw-r--r--game/server/tf/bot/behavior/tf_bot_taunt.cpp53
1 files changed, 53 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/tf_bot_taunt.cpp b/game/server/tf/bot/behavior/tf_bot_taunt.cpp
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+++ b/game/server/tf/bot/behavior/tf_bot_taunt.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_taunt.cpp
+// Stand still and play a taunt animation
+// Michael Booth, November 2009
+
+#include "cbase.h"
+#include "team.h"
+#include "bot/tf_bot.h"
+#include "bot/behavior/tf_bot_taunt.h"
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotTaunt::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ // wait a short random time so entire mob doesn't taunt in unison
+ m_tauntTimer.Start( RandomFloat( 0, 1.0f ) );
+ m_didTaunt = false;
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotTaunt::Update( CTFBot *me, float interval )
+{
+ if ( m_tauntTimer.IsElapsed() )
+ {
+ if ( m_didTaunt )
+ {
+ // Stop taunting after a while
+ if ( m_tauntEndTimer.IsElapsed() && me->m_Shared.GetTauntIndex() == TAUNT_LONG )
+ {
+ me->EndLongTaunt();
+ }
+
+ if ( me->m_Shared.InCond( TF_COND_TAUNTING ) == false )
+ {
+ return Done( "Taunt finished" );
+ }
+ }
+ else
+ {
+ me->HandleTauntCommand();
+ // Start a timer to end our taunt in case we're still going after awhile
+ m_tauntEndTimer.Start( RandomFloat( 3.f, 5.f ) );
+
+ m_didTaunt = true;
+ }
+ }
+
+ return Continue();
+}
+