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-rw-r--r--game/server/tf/bot/behavior/tf_bot_use_item.cpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/game/server/tf/bot/behavior/tf_bot_use_item.cpp b/game/server/tf/bot/behavior/tf_bot_use_item.cpp
new file mode 100644
index 0000000..ee8e9ec
--- /dev/null
+++ b/game/server/tf/bot/behavior/tf_bot_use_item.cpp
@@ -0,0 +1,73 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+// tf_bot_use_item.h
+// Equip and consume an item
+// Michael Booth, July 2011
+
+#include "cbase.h"
+#include "tf_weaponbase.h"
+#include "bot/tf_bot.h"
+#include "bot/behavior/tf_bot_use_item.h"
+
+
+//---------------------------------------------------------------------------------------------
+CTFBotUseItem::CTFBotUseItem( CTFWeaponBase *item )
+{
+ m_item = item;
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotUseItem::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
+{
+ // force-equip the item we're going to use
+ me->PushRequiredWeapon( m_item );
+
+ m_cooldownTimer.Start( m_item->m_flNextPrimaryAttack - gpGlobals->curtime + 0.25f );
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+ActionResult< CTFBot > CTFBotUseItem::Update( CTFBot *me, float interval )
+{
+ if ( m_item == NULL )
+ {
+ return Done( "NULL item" );
+ }
+
+ CTFWeaponBase *myCurrentWeapon = me->m_Shared.GetActiveTFWeapon();
+
+ if ( !myCurrentWeapon )
+ {
+ return Done( "NULL weapon" );
+ }
+
+ if ( m_cooldownTimer.HasStarted() )
+ {
+ if ( m_cooldownTimer.IsElapsed() )
+ {
+ // use it
+ me->PressFireButton();
+ m_cooldownTimer.Invalidate();
+ }
+ }
+ else // used
+ {
+ // some items use the taunt system - wait for the taunt to end
+ if ( !me->IsTaunting() )
+ {
+ return Done( "Item used" );
+ }
+ }
+
+ return Continue();
+}
+
+
+//---------------------------------------------------------------------------------------------
+void CTFBotUseItem::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
+{
+ me->PopRequiredWeapon();
+}
+