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232 lines
7.0 KiB
232 lines
7.0 KiB
1 year ago
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#include "cbase.h"
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#include "props.h"
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#include "asw_sentry_base.h"
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#include "asw_sentry_top_icer.h"
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#include "asw_player.h"
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#include "asw_marine.h"
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#include "ammodef.h"
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#include "asw_gamerules.h"
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#include "beam_shared.h"
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#include "asw_weapon_flamer_shared.h"
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#include "asw_extinguisher_projectile.h"
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#include "shot_manipulator.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SENTRY_TOP_MODEL "models/sentry_gun/freeze_top.mdl"
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LINK_ENTITY_TO_CLASS( asw_sentry_top_icer, CASW_Sentry_Top_Icer );
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PRECACHE_REGISTER( asw_sentry_top_icer );
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IMPLEMENT_SERVERCLASS_ST( CASW_Sentry_Top_Icer, DT_ASW_Sentry_Top_Icer )
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Sentry_Top_Icer )
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END_DATADESC()
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extern ConVar asw_weapon_max_shooting_distance;
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extern ConVar asw_weapon_force_scale;
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extern ConVar asw_difficulty_alien_health_step;
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ConVar asw_sentry_debug_aim("asw_sentry_debug_aim", "0", FCVAR_CHEAT, "Draw debug lines for sentry gun aim");
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#define ASW_SENTRY_FIRE_RATE 0.1f // time in seconds between each shot
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#define ASW_SENTRY_FIRE_ANGLE_THRESHOLD 3
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void CASW_Sentry_Top_Icer::SetTopModel()
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{
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SetModel(SENTRY_TOP_MODEL);
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}
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CASW_Sentry_Top_Icer::CASW_Sentry_Top_Icer() : CASW_Sentry_Top_Flamer(CASW_Weapon_Flamer::EXTINGUISHER_PROJECTILE_AIR_VELOCITY)
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{
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m_flShootRange = 300;
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// increase turn rate until I get better leading code in (so it can actually hit something)
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m_fTurnRate *= 3.0f;
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}
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/// @TODO attrib hooks
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int CASW_Sentry_Top_Icer::GetSentryDamage()
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{
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return 1; // copied from flamer? i guess it doesn't come from script??
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/*
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float flDamage = 25.0f;
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float flMultiplier = 1.0f;
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if ( ASWGameRules() )
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{
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float fDiff = ASWGameRules()->GetMissionDifficulty() - 5;
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flMultiplier = 1.0 + fDiff * asw_difficulty_alien_health_step.GetFloat();
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}
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//Msg ( "Damage = %f\n", flDamage );
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return (flDamage * flMultiplier) * GetSentryBase()->m_fDamageScale;
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*/
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}
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ITraceFilter *CASW_Sentry_Top_Icer::GetVisibilityTraceFilter()
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{
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return new CTraceFilterSkipClassname( GetSentryBase(), "asw_extinguisher_projectile", COLLISION_GROUP_NONE );
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}
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bool CASW_Sentry_Top_Icer::IsValidEnemy( CAI_BaseNPC *pNPC )
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{
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if ( !pNPC )
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return false;
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if ( !BaseClass::IsValidEnemy( pNPC ) )
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{
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return false;
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}
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// don't freeze current enemy past 60% unless there's no one better
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// around (prevents one alien from being frozen solid while rest rush past)
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// don't pick new enemies that are more than 60%
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if ( pNPC == m_hEnemy.Get() )
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return pNPC->GetFrozenAmount( ) < fsel( m_flEnemyOverfreezePermittedUntil - gpGlobals->curtime , 0.9f , 0.6f );
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else
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return pNPC->GetFrozenAmount( ) < 0.6f;
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}
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/// Helper function for Fire() -- actually emit the "bullets" of flame or ice
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void CASW_Sentry_Top_Icer::FireProjectiles( int numShotsToFire, ///< number of pellets to fire this frame
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const Vector &vecSrc, ///< origin for bullets
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const Vector &vecAiming, ///< aim direction for bullets
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const AngularImpulse &rotSpeed )
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{
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CShotManipulator Manipulator( vecAiming );
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/*
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CASW_Marine * RESTRICT const pMarineDeployer = GetSentryBase()->m_hDeployer.Get();
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Assert( pMarineDeployer );
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*/
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for ( int i = 0 ; i < numShotsToFire ; i++ )
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{
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// create a pellet at some random spread direction
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Vector projectileVel = Manipulator.GetShotDirection(); // Manipulator.ApplySpread(GetBulletSpread());
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projectileVel *= GetProjectileVelocity();
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projectileVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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CASW_Extinguisher_Projectile *pProjectile = CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create(
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vecSrc + (projectileVel.Normalized() * BoundingRadius()), QAngle(0,0,0), projectileVel, rotSpeed,
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this /*, pMarineDeployer*/ );
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if ( pProjectile )
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{
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pProjectile->SetFreezeAmount( 0.4f );
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}
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}
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}
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extern ConVar asw_sentry_friendly_target;
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CAI_BaseNPC * CASW_Sentry_Top_Icer::SelectOptimalEnemy()
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{
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// prioritize unfrozen aliens who are going to leave the cone soon.
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// prioritize aliens less the more frozen they get.
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CUtlVectorFixedGrowable< CAI_BaseNPC *,16 > candidates;
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CUtlVectorFixedGrowable< float, 16 > candidatescores;
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// search through all npcs, any that are in LOS and have health
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CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
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for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
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{
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if (ppAIs[i]->GetHealth() > 0 && CanSee(ppAIs[i]))
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{
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// don't shoot marines
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if ( !asw_sentry_friendly_target.GetBool() && ppAIs[i]->Classify() == CLASS_ASW_MARINE )
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continue;
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if ( ppAIs[i]->Classify() == CLASS_SCANNER )
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continue;
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if ( !IsValidEnemy( ppAIs[i] ) )
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continue;
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candidates.AddToTail( ppAIs[i] );
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}
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}
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// bail out if we don't have anyone
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if ( candidates.Count() < 1 )
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return NULL;
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else if ( candidates.Count() == 1 ) // just one candidate is an obvious result
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return candidates[0];
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// collect some statistics on the available enemies as a whole
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float flFreezeAmtMin, flFreezeAmtMax;
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flFreezeAmtMin = flFreezeAmtMax = candidates[0]->GetFrozenAmount();
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for ( int i = candidates.Count() - 1; i > 0 ; --i )
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{
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const float frz = candidates[i]->GetFrozenAmount();
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flFreezeAmtMin = fpmin( flFreezeAmtMin, frz );
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flFreezeAmtMax = fpmax( flFreezeAmtMax, frz );
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}
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if ( flFreezeAmtMin > 0.35f )
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{
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m_flEnemyOverfreezePermittedUntil = gpGlobals->curtime + 0.5f;
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}
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// score each of the candidates
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candidatescores.EnsureCount( candidates.Count() );
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for ( int i = candidates.Count() - 1; i >= 0 ; --i )
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{
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CAI_BaseNPC * RESTRICT pCandidate = candidates[i];
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// is the candidate moving into or out of the cone?
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Vector vCandVel = GetEnemyVelocity(pCandidate);
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Vector vMeToTarget = pCandidate->GetAbsOrigin() - GetFiringPosition();
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Vector vBaseForward = UTIL_YawToVector( m_fDeployYaw );
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// crush everything to 2d for simplicity
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vMeToTarget.z = 0;
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vCandVel.z = 0;
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vBaseForward.z = 0;
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Vector velCross = vBaseForward.Cross(vCandVel); // this encodes also some info on perpendicularity
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Vector vAimCross = vBaseForward.Cross(vMeToTarget);
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bool bTargetHeadedOutOfCone = !vCandVel.IsZero() && velCross.z * vAimCross.z >= 0; // true if same sign
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float flConeLeavingUrgency;
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if ( bTargetHeadedOutOfCone )
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{
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flConeLeavingUrgency = fabs( velCross.z / vCandVel.Length2D() );
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// just the sin; varies 0..1 where 1 means moving perpendicular to my aim
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}
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else
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{
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flConeLeavingUrgency = 0; // not at threat of leaving just yet
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}
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// the angle between my current yaw and what's needed to hit the target
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float flSwivelNeeded = fabs( UTIL_AngleDiff( // i wish we weren't storing euler angles
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UTIL_VecToYaw( vMeToTarget ) , m_fDeployYaw ) );
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flSwivelNeeded /= ASW_SENTRY_ANGLE; // normalize to 0..2
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float flFreezeNeeded = 1 - pCandidate->GetFrozenAmount();
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candidatescores[i] = Vector( 3.0f, -1.5f, 2.0f ).Dot(
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Vector(flConeLeavingUrgency, flSwivelNeeded, flFreezeNeeded) );
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}
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// find the highest scoring candidate
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int best = 0;
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for ( int i = 1 ; i < candidatescores.Count() ; ++i )
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{
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if ( candidatescores[i] > candidatescores[best] )
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best = i;
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}
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// NDebugOverlay::EntityBounds(candidates[best], 255, 255, 0, 255, 0.2f );
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return candidates[best];
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}
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