示例#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();
	}
}
示例#2
0
CBotTFEngiUpgrade :: CBotTFEngiUpgrade ( CBot *pBot, edict_t *pBuilding )
{
	CFindPathTask *pathtask = new CFindPathTask(pBuilding);

	addTask(pathtask);

	pathtask->completeInRangeFromEdict();
	pathtask->failIfTaskEdictDead();
	pathtask->setRange(150.0f);

	if ( !CTeamFortress2Mod::isSentryGun(pBuilding) )
	{
		pathtask->setInterruptFunction(new CBotTF2EngineerInterrupt(pBot));

		CBotTF2UpgradeBuilding *upgbuilding = new CBotTF2UpgradeBuilding(pBuilding);
		addTask(upgbuilding);
		upgbuilding->setInterruptFunction(new CBotTF2EngineerInterrupt(pBot));

	}
	else
	{
		addTask(new CBotTF2UpgradeBuilding(pBuilding));
	}
}