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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_approach_object.h
// Move near/onto an object
// Michael Booth, February 2009
#ifndef TF_BOT_APPROACH_OBJECT_H
#define TF_BOT_APPROACH_OBJECT_H
#include "Path/NextBotPathFollow.h"
class CTFBotApproachObject : public Action< CTFBot >
{
public:
CTFBotApproachObject( CBaseEntity *loot, float range = 10.0f );
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual const char *GetName( void ) const { return "ApproachObject"; };
private:
CHandle< CBaseEntity > m_loot; // what we are collecting
float m_range; // how close should we get
PathFollower m_path; // how we get to the loot
CountdownTimer m_repathTimer;
};
#endif // TF_BOT_APPROACH_OBJECT_H
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