CBotFollowLastEnemy::CBotFollowLastEnemy(CBot *pBot, edict_t *pEnemy, Vector vLastSee) { Vector vVelocity = Vector(0, 0, 0); CClient *pClient = CClients::Get(pEnemy); CFindPathTask *pFindPath = new CFindPathTask(vLastSee, LOOK_LAST_ENEMY); if (CClassInterface::GetVelocity(pEnemy, &vVelocity)) { if (pClient && (vVelocity == Vector(0, 0, 0))) vVelocity = pClient->GetVelocity(); } else if (pClient) vVelocity = pClient->GetVelocity(); pFindPath->SetCompleteInterrupt(CONDITION_SEE_CUR_ENEMY); AddTask(pFindPath); /*if ( pBot->isTF2() ) { int playerclass = ((CBotTF2*)pBot)->getClass(); if ( ( playerclass == TF_CLASS_SOLDIER ) || (playerclass == TF_CLASS_DEMOMAN) ) AddTask(new CBotTF2ShootLastEnemyPosition(vLastSee,pEnemy,vVelocity)); }*/ AddTask(new CFindLastEnemy(vLastSee, vVelocity)); ////////////// pFindPath->SetNoInterruptions(); }
CBotTF2HealSched::CBotTF2HealSched(edict_t *pHeal) { CFindPathTask *findpath = new CFindPathTask(pHeal); findpath->SetCompleteInterrupt(CONDITION_SEE_HEAL); AddTask(findpath); AddTask(new CBotTF2MedicHeal()); }