text: //========= Copyright Valve Corporation, All rights reserved. ============//
  // tf_bot_approach_object.h
  // Move near/onto an object
  // Michael Booth, February 2009
  
  #ifndef TF_BOT_APPROACH_OBJECT_H
  #define TF_BOT_APPROACH_OBJECT_H
  
  #include "Path/NextBotPathFollow.h"
  
  class CTFBotApproachObject : public Action< CTFBot >
  {
  public:
  	CTFBotApproachObject( CBaseEntity *loot, float range = 10.0f );
  
  	virtual ActionResult< CTFBot >	OnStart( CTFBot *me, Action< CTFBot > *priorAction );
  	virtual ActionResult< CTFBot >	Update( CTFBot *me, float interval );
  
  	virtual const char *GetName( void ) const	{ return "ApproachObject"; };
  
  private:
  	CHandle< CBaseEntity > m_loot;		// what we are collecting
  	float m_range;						// how close should we get
  	PathFollower m_path;				// how we get to the loot
  	CountdownTimer m_repathTimer;
  };
  
  
  #endif // TF_BOT_APPROACH_OBJECT_H
  