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//========= Copyright Valve Corporation, All rights reserved. ============//
// tf_bot_get_ammo.h
// Pick up any nearby ammo
// Michael Booth, May 2009
#ifndef TF_BOT_GET_AMMO_H
#define TF_BOT_GET_AMMO_H
#include "tf_powerup.h"
class CTFBotGetAmmo : public Action< CTFBot >
{
public:
CTFBotGetAmmo( void );
static bool IsPossible( CTFBot *me ); // return true if this Action has what it needs to perform right now
virtual ActionResult< CTFBot > OnStart( CTFBot *me, Action< CTFBot > *priorAction );
virtual ActionResult< CTFBot > Update( CTFBot *me, float interval );
virtual EventDesiredResult< CTFBot > OnContact( CTFBot *me, CBaseEntity *other, CGameTrace *result = NULL );
virtual EventDesiredResult< CTFBot > OnStuck( CTFBot *me );
virtual EventDesiredResult< CTFBot > OnMoveToSuccess( CTFBot *me, const Path *path );
virtual EventDesiredResult< CTFBot > OnMoveToFailure( CTFBot *me, const Path *path, MoveToFailureType reason );
virtual QueryResultType ShouldHurry( const INextBot *me ) const; // are we in a hurry?
virtual const char *GetName( void ) const { return "GetAmmo"; };
private:
PathFollower m_path;
CHandle< CBaseEntity > m_ammo;
bool m_isGoalDispenser;
};
#endif // TF_BOT_GET_AMMO_H
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