예제 #1
0
CGotoHideSpotSched::CGotoHideSpotSched(CBot *pBot, edict_t *pEdict, bool bIsGrenade)
{
	// run at flank while shooting	
	CFindPathTask *pHideGoalPoint = new CFindPathTask(pEdict);

	pBot->SetCoverFrom(pEdict);
	AddTask(new CFindGoodHideSpot(pEdict));
	AddTask(pHideGoalPoint);
	//if ( bIsGrenade )
	//AddTask(new CDODWaitForGrenadeTask(pEdict));

	// don't need to hide if the player we're hiding from died while we're running away
	pHideGoalPoint->FailIfTaskEdictDead();
	pHideGoalPoint->SetLookTask(LOOK_WAYPOINT);
	// no interrupts, should be a quick waypoint path anyway
	pHideGoalPoint->SetNoInterruptions();
	// get vector from good hide spot task
	pHideGoalPoint->GetPassedVector();
	pHideGoalPoint->DontGoToEdict();
	if (bIsGrenade)
	{
		pHideGoalPoint->SetRange(BLAST_RADIUS + 100.0f);
		pHideGoalPoint->CompleteOutOfRangeFromEdict();
	}
}
예제 #2
0
CGotoHideSpotSched::CGotoHideSpotSched(CBot *pBot, Vector vOrigin, IBotTaskInterrupt *interrupt)
{
	// run at flank while shooting	
	CFindPathTask *pHideGoalPoint = new CFindPathTask();

	pBot->SetCoverFrom(NULL);
	AddTask(new CFindGoodHideSpot(vOrigin));
	AddTask(pHideGoalPoint);

	// no interrupts, should be a quick waypoint path anyway
	pHideGoalPoint->SetNoInterruptions();
	pHideGoalPoint->SetInterruptFunction(interrupt);
	// get vector from good hide spot task
	pHideGoalPoint->GetPassedVector();
}