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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "NextBot.h"
#include "tf_tank_boss.h"
#include "tf_tank_boss_body.h"
//-------------------------------------------------------------------------------------------
CTFTankBossBody::CTFTankBossBody( INextBot *bot ) : IBody( bot )
{
}
//-------------------------------------------------------------------------------------------
bool CTFTankBossBody::StartSequence( const char *name )
{
CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
int animSequence = me->LookupSequence( name );
if ( animSequence )
{
me->SetSequence( animSequence );
me->SetPlaybackRate( 1.0f );
me->SetCycle( 0 );
me->ResetSequenceInfo();
return true;
}
return false;
}
void CTFTankBossBody::SetSkin( int nSkin )
{
CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
me->m_nSkin = nSkin;
}
//-------------------------------------------------------------------------------------------
void CTFTankBossBody::Update( void )
{
CTFTankBoss *me = (CTFTankBoss *)GetBot()->GetEntity();
// move the animation ahead in time
me->StudioFrameAdvance();
me->DispatchAnimEvents( me );
}
//---------------------------------------------------------------------------------------------
// return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
unsigned int CTFTankBossBody::GetSolidMask( void ) const
{
return CONTENTS_SOLID;
}
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