Team Fortress 2 Source Code as on 22/4/2020
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// NextBotBodyInterface.cpp
// Control and information about the bot's body state (posture, animation state, etc)
// Author: Michael Booth, April 2006
//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "NextBot.h"
#include "NextBotBodyInterface.h"
void IBody::AimHeadTowards( const Vector &lookAtPos, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) { if ( replyWhenAimed ) { replyWhenAimed->OnFail( GetBot(), INextBotReply::FAILED ); } }
void IBody::AimHeadTowards( CBaseEntity *subject, LookAtPriorityType priority, float duration, INextBotReply *replyWhenAimed, const char *reason ) { if ( replyWhenAimed ) { replyWhenAimed->OnFail( GetBot(), INextBotReply::FAILED ); } }
bool IBody::SetPosition( const Vector &pos ) { GetBot()->GetEntity()->SetAbsOrigin( pos ); return true; }
const Vector &IBody::GetEyePosition( void ) const { static Vector eye;
eye = GetBot()->GetEntity()->WorldSpaceCenter();
return eye; }
const Vector &IBody::GetViewVector( void ) const { static Vector view; AngleVectors( GetBot()->GetEntity()->EyeAngles(), &view );
return view; }
bool IBody::IsHeadAimingOnTarget( void ) const { return false; }
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