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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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// Author: Michael S. Booth (mike@turtlerockstudios.com), 2003
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#include "cbase.h"
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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/**
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* Face the entity and "use" it
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* NOTE: This state assumes we are standing in range of the entity to be used, with no obstructions.
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*/
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void UseEntityState::OnEnter( CCSBot *me )
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{
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}
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void UseEntityState::OnUpdate( CCSBot *me )
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{
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// in the very rare situation where two or more bots "used" a hostage at the same time,
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// one bot will fail and needs to time out of this state
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const float useTimeout = 5.0f;
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if (me->GetStateTimestamp() - gpGlobals->curtime > useTimeout)
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{
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me->Idle();
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return;
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}
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// look at the entity
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Vector pos = m_entity->EyePosition();
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me->SetLookAt( "Use entity", pos, PRIORITY_HIGH );
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// if we are looking at the entity, "use" it and exit
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if (me->IsLookingAtPosition( pos ))
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{
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if (TheCSBots()->GetScenario() == CCSBotManager::SCENARIO_RESCUE_HOSTAGES &&
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me->GetTeamNumber() == TEAM_CT &&
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me->GetTask() == CCSBot::COLLECT_HOSTAGES)
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{
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// we are collecting a hostage, assume we were successful - the update check will correct us if we weren't
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me->IncreaseHostageEscortCount();
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}
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me->UseEnvironment();
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me->Idle();
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}
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}
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void UseEntityState::OnExit( CCSBot *me )
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{
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me->ClearLookAt();
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me->ResetStuckMonitor();
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}
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