// NextBotPlayer.h // A CBasePlayer bot based on the NextBot technology // Author: Michael Booth, November 2005 // Copyright (c) 2007 Turtle Rock Studios, Inc. - All Rights Reserved #ifndef _NEXT_BOT_PLAYER_H_ #define _NEXT_BOT_PLAYER_H_ #include "cbase.h" #include "gameinterface.h" #include "NextBot.h" #include "Path/NextBotPathFollow.h" //#include "NextBotPlayerBody.h" #include "NextBotBehavior.h" #include "in_buttons.h" extern ConVar NextBotPlayerStop; extern ConVar NextBotPlayerWalk; extern ConVar NextBotPlayerCrouch; extern ConVar NextBotPlayerMove; //-------------------------------------------------------------------------------------------------- /** * Instantiate a NextBot derived from CBasePlayer and spawn it into the environment. * Assumes class T is derived from CBasePlayer, and has the following method that * creates a new entity of type T and returns it: * * static CBasePlayer *T::AllocatePlayerEntity( edict_t *pEdict, const char *playerName ) * */ template < typename T > T * NextBotCreatePlayerBot( const char *name ) { /* if ( UTIL_ClientsInGame() >= gpGlobals->maxClients ) { Msg( "CreatePlayerBot: Failed - server is full (%d/%d clients).\n", UTIL_ClientsInGame(), gpGlobals->maxClients ); return NULL; } */ // This is a "back door" for allocating a custom player bot entity when // the engine calls ClientPutInServer (from CreateFakeClient) ClientPutInServerOverride( T::AllocatePlayerEntity ); // create the bot and spawn it into the environment edict_t *botEdict = engine->CreateFakeClient( name ); // close the "back door" ClientPutInServerOverride( NULL ); if ( botEdict == NULL ) { Msg( "CreatePlayerBot: Unable to create bot %s - CreateFakeClient() returned NULL.\n", name ); return NULL; } // create an instance of the bot's class and bind it to the edict T *bot = dynamic_cast< T * >( CBaseEntity::Instance( botEdict ) ); if ( bot == NULL ) { Assert( false ); Error( "CreatePlayerBot: Could not Instance() from the bot edict.\n" ); return NULL; } // set the fakeclient's name // char trimmedName[ MAX_PLAYER_NAME_LENGTH ]; // Q_strncpy( trimmedName, name, sizeof( trimmedName ) ); // bot->PlayerData()->netname = AllocPooledString( trimmedName ); bot->SetPlayerName( name ); // flag this as a fakeclient (bot) bot->ClearFlags(); bot->AddFlag( FL_CLIENT | FL_FAKECLIENT ); return bot; } //-------------------------------------------------------------------------------------------------- /** * Interface to access player input buttons. * Unless a duration is given, each button is released at the start of the next frame. * The release methods allow releasing a button before its duration has elapsed. */ class INextBotPlayerInput { public: virtual void PressFireButton( float duration = -1.0f ) = 0; virtual void ReleaseFireButton( void ) = 0; virtual void PressAltFireButton( float duration = -1.0f ) = 0; virtual void ReleaseAltFireButton( void ) = 0; virtual void PressMeleeButton( float duration = -1.0f ) = 0; virtual void ReleaseMeleeButton( void ) = 0; virtual void PressUseButton( float duration = -1.0f ) = 0; virtual void ReleaseUseButton( void ) = 0; virtual void PressReloadButton( float duration = -1.0f ) = 0; virtual void ReleaseReloadButton( void ) = 0; virtual void PressForwardButton( float duration = -1.0f ) = 0; virtual void ReleaseForwardButton( void ) = 0; virtual void PressBackwardButton( float duration = -1.0f ) = 0; virtual void ReleaseBackwardButton( void ) = 0; virtual void PressLeftButton( float duration = -1.0f ) = 0; virtual void ReleaseLeftButton( void ) = 0; virtual void PressRightButton( float duration = -1.0f ) = 0; virtual void ReleaseRightButton( void ) = 0; virtual void PressJumpButton( float duration = -1.0f ) = 0; virtual void ReleaseJumpButton( void ) = 0; virtual void PressCrouchButton( float duration = -1.0f ) = 0; virtual void ReleaseCrouchButton( void ) = 0; virtual void PressWalkButton( float duration = -1.0f ) = 0; virtual void ReleaseWalkButton( void ) = 0; virtual void SetButtonScale( float forward, float right ) = 0; }; //-------------------------------------------------------------------------------------------------- /** * Drive a CBasePlayer-derived entity via NextBot logic */ template < typename PlayerType > class NextBotPlayer : public PlayerType, public INextBot, public INextBotPlayerInput { public: DECLARE_CLASS( NextBotPlayer, PlayerType ); NextBotPlayer( void ); virtual ~NextBotPlayer(); virtual void Spawn( void ); virtual void PhysicsSimulate( void ); virtual bool IsNetClient( void ) const { return false; } // Bots should return FALSE for this, they can't receive NET messages virtual bool IsFakeClient( void ) const { return true; } virtual bool IsBot( void ) const { return true; } virtual INextBot *MyNextBotPointer( void ) { return this; } // this is valid because the templatized PlayerType must be derived from CBasePlayer, which is derived from CBaseCombatCharacter virtual CBaseCombatCharacter *GetEntity( void ) const { return ( PlayerType * )this; } virtual bool IsRemovedOnReset( void ) const { return false; } // remove this bot when the NextBot manager calls Reset virtual bool IsDormantWhenDead( void ) const { return true; } // should this player-bot continue to update itself when dead (respawn logic, etc) // allocate a bot and bind it to the edict static CBasePlayer *AllocatePlayerEntity( edict_t *edict, const char *playerName ); //------------------------------------------------------------------------ // utility methods float GetDistanceBetween( CBaseEntity *other ) const; // return distance between us and the given entity bool IsDistanceBetweenLessThan( CBaseEntity *other, float range ) const; // return true if distance between is less than the given value bool IsDistanceBetweenGreaterThan( CBaseEntity *other, float range ) const; // return true if distance between is greater than the given value float GetDistanceBetween( const Vector &target ) const; // return distance between us and the given entity bool IsDistanceBetweenLessThan( const Vector &target, float range ) const; // return true if distance between is less than the given value bool IsDistanceBetweenGreaterThan( const Vector &target, float range ) const; // return true if distance between is greater than the given value //------------------------------------------------------------------------ // INextBotPlayerInput virtual void PressFireButton( float duration = -1.0f ); virtual void ReleaseFireButton( void ); virtual void PressAltFireButton( float duration = -1.0f ); virtual void ReleaseAltFireButton( void ); virtual void PressMeleeButton( float duration = -1.0f ); virtual void ReleaseMeleeButton( void ); virtual void PressUseButton( float duration = -1.0f ); virtual void ReleaseUseButton( void ); virtual void PressReloadButton( float duration = -1.0f ); virtual void ReleaseReloadButton( void ); virtual void PressForwardButton( float duration = -1.0f ); virtual void ReleaseForwardButton( void ); virtual void PressBackwardButton( float duration = -1.0f ); virtual void ReleaseBackwardButton( void ); virtual void PressLeftButton( float duration = -1.0f ); virtual void ReleaseLeftButton( void ); virtual void PressRightButton( float duration = -1.0f ); virtual void ReleaseRightButton( void ); virtual void PressJumpButton( float duration = -1.0f ); virtual void ReleaseJumpButton( void ); virtual void PressCrouchButton( float duration = -1.0f ); virtual void ReleaseCrouchButton( void ); virtual void PressWalkButton( float duration = -1.0f ); virtual void ReleaseWalkButton( void ); virtual void SetButtonScale( float forward, float right ); //------------------------------------------------------------------------ // Event hooks into NextBot system virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info ); virtual void Event_Killed( const CTakeDamageInfo &info ); virtual void HandleAnimEvent( animevent_t *event ); virtual void OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ); // invoked (by UpdateLastKnownArea) when we enter a new nav area (or it is reset to NULL) virtual void Touch( CBaseEntity *other ); virtual void Weapon_Equip( CBaseCombatWeapon *weapon ); // for OnPickUp virtual void Weapon_Drop( CBaseCombatWeapon *weapon, const Vector *target, const Vector *velocity ); // for OnDrop virtual void OnMainActivityComplete( Activity newActivity, Activity oldActivity ); virtual void OnMainActivityInterrupted( Activity newActivity, Activity oldActivity ); //------------------------------------------------------------------------ bool IsAbleToAutoCenterOnLadders( void ) const; public: // begin INextBot ------------------------------------------------------------------------------------------------------------------ virtual void Update( void ); // (EXTEND) update internal state protected: int m_inputButtons; // this is still needed to guarantee each button press is captured at least once int m_prevInputButtons; CountdownTimer m_fireButtonTimer; CountdownTimer m_meleeButtonTimer; CountdownTimer m_useButtonTimer; CountdownTimer m_reloadButtonTimer; CountdownTimer m_forwardButtonTimer; CountdownTimer m_backwardButtonTimer; CountdownTimer m_leftButtonTimer; CountdownTimer m_rightButtonTimer; CountdownTimer m_jumpButtonTimer; CountdownTimer m_crouchButtonTimer; CountdownTimer m_walkButtonTimer; CountdownTimer m_buttonScaleTimer; IntervalTimer m_burningTimer; // how long since we were last burning float m_forwardScale; float m_rightScale; }; template < typename PlayerType > inline float NextBotPlayer< PlayerType >::GetDistanceBetween( CBaseEntity *other ) const { return (this->GetAbsOrigin() - other->GetAbsOrigin()).Length(); } template < typename PlayerType > inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenLessThan( CBaseEntity *other, float range ) const { return (this->GetAbsOrigin() - other->GetAbsOrigin()).IsLengthLessThan( range ); } template < typename PlayerType > inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenGreaterThan( CBaseEntity *other, float range ) const { return (this->GetAbsOrigin() - other->GetAbsOrigin()).IsLengthGreaterThan( range ); } template < typename PlayerType > inline float NextBotPlayer< PlayerType >::GetDistanceBetween( const Vector &target ) const { return (this->GetAbsOrigin() - target).Length(); } template < typename PlayerType > inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenLessThan( const Vector &target, float range ) const { return (this->GetAbsOrigin() - target).IsLengthLessThan( range ); } template < typename PlayerType > inline bool NextBotPlayer< PlayerType >::IsDistanceBetweenGreaterThan( const Vector &target, float range ) const { return (this->GetAbsOrigin() - target).IsLengthGreaterThan( range ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressFireButton( float duration ) { m_inputButtons |= IN_ATTACK; m_fireButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseFireButton( void ) { m_inputButtons &= ~IN_ATTACK; m_fireButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressAltFireButton( float duration ) { PressMeleeButton( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseAltFireButton( void ) { ReleaseMeleeButton(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressMeleeButton( float duration ) { m_inputButtons |= IN_ATTACK2; m_meleeButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseMeleeButton( void ) { m_inputButtons &= ~IN_ATTACK2; m_meleeButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressUseButton( float duration ) { m_inputButtons |= IN_USE; m_useButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseUseButton( void ) { m_inputButtons &= ~IN_USE; m_useButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressReloadButton( float duration ) { m_inputButtons |= IN_RELOAD; m_reloadButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseReloadButton( void ) { m_inputButtons &= ~IN_RELOAD; m_reloadButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressJumpButton( float duration ) { m_inputButtons |= IN_JUMP; m_jumpButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseJumpButton( void ) { m_inputButtons &= ~IN_JUMP; m_jumpButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressCrouchButton( float duration ) { m_inputButtons |= IN_DUCK; m_crouchButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseCrouchButton( void ) { m_inputButtons &= ~IN_DUCK; m_crouchButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressWalkButton( float duration ) { m_inputButtons |= IN_SPEED; m_walkButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseWalkButton( void ) { m_inputButtons &= ~IN_SPEED; m_walkButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressForwardButton( float duration ) { m_inputButtons |= IN_FORWARD; m_forwardButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseForwardButton( void ) { m_inputButtons &= ~IN_FORWARD; m_forwardButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressBackwardButton( float duration ) { m_inputButtons |= IN_BACK; m_backwardButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseBackwardButton( void ) { m_inputButtons &= ~IN_BACK; m_backwardButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressLeftButton( float duration ) { m_inputButtons |= IN_MOVELEFT; m_leftButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseLeftButton( void ) { m_inputButtons &= ~IN_MOVELEFT; m_leftButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PressRightButton( float duration ) { m_inputButtons |= IN_MOVERIGHT; m_rightButtonTimer.Start( duration ); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::ReleaseRightButton( void ) { m_inputButtons &= ~IN_MOVERIGHT; m_rightButtonTimer.Invalidate(); } template < typename PlayerType > inline void NextBotPlayer< PlayerType >::SetButtonScale( float forward, float right ) { m_forwardScale = forward; m_rightScale = right; m_buttonScaleTimer.Start( 0.01 ); } //----------------------------------------------------------------------------------------------------- template < typename PlayerType > inline NextBotPlayer< PlayerType >::NextBotPlayer( void ) { m_prevInputButtons = 0; m_inputButtons = 0; m_burningTimer.Invalidate(); } //----------------------------------------------------------------------------------------------------- template < typename PlayerType > inline NextBotPlayer< PlayerType >::~NextBotPlayer() { } //----------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Spawn( void ) { engine->SetFakeClientConVarValue( this->edict(), "cl_autohelp", "0" ); m_prevInputButtons = m_inputButtons = 0; m_fireButtonTimer.Invalidate(); m_meleeButtonTimer.Invalidate(); m_useButtonTimer.Invalidate(); m_reloadButtonTimer.Invalidate(); m_forwardButtonTimer.Invalidate(); m_backwardButtonTimer.Invalidate(); m_leftButtonTimer.Invalidate(); m_rightButtonTimer.Invalidate(); m_jumpButtonTimer.Invalidate(); m_crouchButtonTimer.Invalidate(); m_walkButtonTimer.Invalidate(); m_buttonScaleTimer.Invalidate(); m_forwardScale = m_rightScale = 0.04; m_burningTimer.Invalidate(); // reset first, because Spawn() may access various interfaces INextBot::Reset(); BaseClass::Spawn(); } //----------------------------------------------------------------------------------------------------- inline void _NextBot_BuildUserCommand( CUserCmd *cmd, const QAngle &viewangles, float forwardmove, float sidemove, float upmove, int buttons, byte impulse ) { Q_memset( cmd, 0, sizeof( CUserCmd ) ); cmd->command_number = gpGlobals->tickcount; cmd->forwardmove = forwardmove; cmd->sidemove = sidemove; cmd->upmove = upmove; cmd->buttons = buttons; cmd->impulse = impulse; VectorCopy( viewangles, cmd->viewangles ); cmd->random_seed = random->RandomInt( 0, 0x7fffffff ); } //----------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::PhysicsSimulate( void ) { VPROF( "NextBotPlayer::PhysicsSimulate" ); if ( engine->IsPaused() ) { // We're paused - don't add new commands PlayerType::PhysicsSimulate(); return; } if ( ( IsDormantWhenDead() && PlayerType::m_lifeState == LIFE_DEAD ) || NextBotStop.GetBool() ) { // death animation complete - nothing left to do except let PhysicsSimulate run PreThink etc PlayerType::PhysicsSimulate(); return; } int inputButtons; // // Update bot behavior // if ( BeginUpdate() ) { Update(); // build button bits if ( !m_fireButtonTimer.IsElapsed() ) m_inputButtons |= IN_ATTACK; if ( !m_meleeButtonTimer.IsElapsed() ) m_inputButtons |= IN_ATTACK2; if ( !m_useButtonTimer.IsElapsed() ) m_inputButtons |= IN_USE; if ( !m_reloadButtonTimer.IsElapsed() ) m_inputButtons |= IN_RELOAD; if ( !m_forwardButtonTimer.IsElapsed() ) m_inputButtons |= IN_FORWARD; if ( !m_backwardButtonTimer.IsElapsed() ) m_inputButtons |= IN_BACK; if ( !m_leftButtonTimer.IsElapsed() ) m_inputButtons |= IN_MOVELEFT; if ( !m_rightButtonTimer.IsElapsed() ) m_inputButtons |= IN_MOVERIGHT; if ( !m_jumpButtonTimer.IsElapsed() ) m_inputButtons |= IN_JUMP; if ( !m_crouchButtonTimer.IsElapsed() ) m_inputButtons |= IN_DUCK; if ( !m_walkButtonTimer.IsElapsed() ) m_inputButtons |= IN_SPEED; m_prevInputButtons = m_inputButtons; inputButtons = m_inputButtons; EndUpdate(); } else { // HACK: Smooth out body animations GetBodyInterface()->Update(); // keep buttons pressed between Update() calls (m_prevInputButtons), // and include any button presses that occurred this tick (m_inputButtons). inputButtons = m_prevInputButtons | m_inputButtons; } // // Convert NextBot locomotion and posture into // player commands // IBody *body = GetBodyInterface(); ILocomotion *mover = GetLocomotionInterface(); if ( body->IsActualPosture( IBody::CROUCH ) ) { inputButtons |= IN_DUCK; } float forwardSpeed = 0.0f; float strafeSpeed = 0.0f; float verticalSpeed = ( m_inputButtons & IN_JUMP ) ? mover->GetRunSpeed() : 0.0f; if ( inputButtons & IN_FORWARD ) { forwardSpeed = mover->GetRunSpeed(); } else if ( inputButtons & IN_BACK ) { forwardSpeed = -mover->GetRunSpeed(); } if ( inputButtons & IN_MOVELEFT ) { strafeSpeed = -mover->GetRunSpeed(); } else if ( inputButtons & IN_MOVERIGHT ) { strafeSpeed = mover->GetRunSpeed(); } if ( NextBotPlayerWalk.GetBool() ) { inputButtons |= IN_SPEED; } if ( NextBotPlayerCrouch.GetBool() ) { inputButtons |= IN_DUCK; } if ( !m_buttonScaleTimer.IsElapsed() ) { forwardSpeed = mover->GetRunSpeed() * m_forwardScale; strafeSpeed = mover->GetRunSpeed() * m_rightScale; } if ( !NextBotPlayerMove.GetBool() ) { inputButtons &= ~(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT | IN_JUMP ); forwardSpeed = 0.0f; strafeSpeed = 0.0f; verticalSpeed = 0.0f; } QAngle angles = this->EyeAngles(); #ifdef TERROR if ( IsStunned() ) { inputButtons &= ~(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT | IN_JUMP | IN_DUCK ); } // "Look" in the direction we're climbing/stumbling etc. We can't do anything anyway, and it // keeps motion extraction working. if ( IsRenderYawOverridden() && IsMotionControlledXY( GetMainActivity() ) ) { angles[YAW] = GetOverriddenRenderYaw(); } #endif // construct a "command" to move the player CUserCmd userCmd; _NextBot_BuildUserCommand( &userCmd, angles, forwardSpeed, strafeSpeed, verticalSpeed, inputButtons, 0 ); #ifdef TERROR AvoidPlayers( &userCmd ); #endif // allocate a new command and add it to the player's list of command to process this->ProcessUsercmds( &userCmd, 1, 1, 0, false ); m_inputButtons = 0; // actually execute player commands and do player physics PlayerType::PhysicsSimulate(); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::OnNavAreaChanged( CNavArea *enteredArea, CNavArea *leftArea ) { // propagate into NextBot responders INextBotEventResponder::OnNavAreaChanged( enteredArea, leftArea ); BaseClass::OnNavAreaChanged( enteredArea, leftArea ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Touch( CBaseEntity *other ) { if ( ShouldTouch( other ) ) { // propagate touch into NextBot event responders trace_t result; result = this->GetTouchTrace(); OnContact( other, &result ); } BaseClass::Touch( other ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Weapon_Equip( CBaseCombatWeapon *weapon ) { #ifdef TERROR // TODO: Reimplement GetDroppingPlayer() into GetLastOwner() OnPickUp( weapon, weapon->GetDroppingPlayer() ); #else OnPickUp( weapon, NULL ); #endif BaseClass::Weapon_Equip( weapon ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Weapon_Drop( CBaseCombatWeapon *weapon, const Vector *target, const Vector *velocity ) { OnDrop( weapon ); BaseClass::Weapon_Drop( weapon, target, velocity ); } //-------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::OnMainActivityComplete( Activity newActivity, Activity oldActivity ) { #ifdef TERROR BaseClass::OnMainActivityComplete( newActivity, oldActivity ); #endif OnAnimationActivityComplete( oldActivity ); } //-------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::OnMainActivityInterrupted( Activity newActivity, Activity oldActivity ) { #ifdef TERROR BaseClass::OnMainActivityInterrupted( newActivity, oldActivity ); #endif OnAnimationActivityInterrupted( oldActivity ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Update( void ) { // don't spend CPU updating if this Survivor is dead if ( ( this->IsAlive() || !IsDormantWhenDead() ) && !NextBotPlayerStop.GetBool() ) { INextBot::Update(); } } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline bool NextBotPlayer< PlayerType >::IsAbleToAutoCenterOnLadders( void ) const { const ILocomotion *locomotion = GetLocomotionInterface(); return locomotion && locomotion->IsAbleToAutoCenterOnLadder(); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline int NextBotPlayer< PlayerType >::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_BURN ) { if ( !m_burningTimer.HasStarted() || m_burningTimer.IsGreaterThen( 1.0f ) ) { // emit ignite event periodically as long as we are burning OnIgnite(); m_burningTimer.Start(); } } // propagate event to components OnInjured( info ); return BaseClass::OnTakeDamage_Alive( info ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline int NextBotPlayer< PlayerType >::OnTakeDamage_Dying( const CTakeDamageInfo &info ) { if ( info.GetDamageType() & DMG_BURN ) { if ( !m_burningTimer.HasStarted() || m_burningTimer.IsGreaterThen( 1.0f ) ) { // emit ignite event periodically as long as we are burning OnIgnite(); m_burningTimer.Start(); } } // propagate event to components OnInjured( info ); return BaseClass::OnTakeDamage_Dying( info ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::Event_Killed( const CTakeDamageInfo &info ) { // propagate event to my components OnKilled( info ); BaseClass::Event_Killed( info ); } //---------------------------------------------------------------------------------------------------------- template < typename PlayerType > inline void NextBotPlayer< PlayerType >::HandleAnimEvent( animevent_t *event ) { // propagate event to components OnAnimationEvent( event ); BaseClass::HandleAnimEvent( event ); } #endif // _NEXT_BOT_PLAYER_H_