39 m_FSM.SetInitialState(m_Tracking);
82 Print(
"Searching...");
92 bool m_TargetInSight =
false;
93 bool m_TargetLost =
false;
94 bool m_Tracking =
true;
100 m_TargetLost =
false;
101 m_TargetInSight =
false;
107 m_TargetLost =
false;
108 m_TargetInSight =
false;
116 m_TargetLost =
false;
117 m_TargetInSight =
false;
134 m_TargetInSight =
true;
136 m_TargetInSight =
false;
138 if (!m_TargetInSight)
140 GetPlayerOwner().GetInputController().OverrideMovementSpeed(
true, 1);
141 GetPlayerOwner().GetInputController().OverrideMovementAngle(
true, 1);
145 GetPlayerOwner().GetInputController().OverrideMovementSpeed(
false, 0);
146 GetPlayerOwner().GetInputController().OverrideMovementAngle(
false, 0);
160 m_TargetInSight =
false;
163 GetPlayerOwner().GetInputController().OverrideMovementSpeed(
false, 0);
164 GetPlayerOwner().GetInputController().OverrideMovementAngle(
false, 0);
224 for (
int i = 0;
i <
c;
i++)
ref ActionTarget m_Target
void botDebugPrint(string s)
Man BotSelectNearestTarget(EntityAI bot)
FSMTransition< BotStateBase, BotEventBase, BotActionBase, BotGuardBase > BotTransition
enum ProcessDirectDamageFlags m_Owner
class JsonUndergroundAreaTriggerData GetPosition
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
represents event that triggers transition from state to state
Bot Finite State Machine (Hierarchical)
represent weapon state base
void BotHunt(Bot bot=NULL, BotStateBase parent=NULL)
override void OnUpdate(float dt)
override void OnEntry(BotEventBase e)
override void OnAbort(BotEventBase e)
PlayerBase GetPlayerOwner()
ref BotHunt_Tracking m_Tracking
override void OnExit(BotEventBase e)
ref BotHunt_Hunting m_Hunting
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.