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251 lines
6.6 KiB
251 lines
6.6 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_spy_sap.cpp
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// Sap nearby enemy buildings
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// Michael Booth, June 2010
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_obj_sentrygun.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/spy/tf_bot_spy_sap.h"
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#include "bot/behavior/tf_bot_approach_object.h"
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#include "bot/behavior/spy/tf_bot_spy_attack.h"
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extern ConVar tf_bot_path_lookahead_range;
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extern ConVar tf_bot_debug_spy;
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//---------------------------------------------------------------------------------------------
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CTFBotSpySap::CTFBotSpySap( CBaseObject *sapTarget )
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{
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m_sapTarget = sapTarget;
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSpySap::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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me->StopLookingAroundForEnemies();
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// uncloak so we can sap
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if ( me->m_Shared.IsStealthed() )
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{
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me->PressAltFireButton();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSpySap::Update( CTFBot *me, float interval )
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{
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CBaseObject *newSapTarget = me->GetNearestKnownSappableTarget();
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if ( newSapTarget )
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{
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m_sapTarget = newSapTarget;
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}
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if ( m_sapTarget == NULL )
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{
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return Done( "Sap target gone" );
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}
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CTFPlayer *victim = NULL;
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CUtlVector< CKnownEntity > knownVector;
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me->GetVisionInterface()->CollectKnownEntities( &knownVector );
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for( int i=0; i<knownVector.Count(); ++i )
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{
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CTFPlayer *playerThreat = ToTFPlayer( knownVector[i].GetEntity() );
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if ( playerThreat && me->IsEnemy( playerThreat ) )
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{
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victim = playerThreat;
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break;
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}
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}
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// opportunistic backstab if engineer is between me and my sap target
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if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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const float nearbyRange = 150.0f;
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if ( m_sapTarget->GetOwner() == victim && me->IsRangeLessThan( victim, nearbyRange ) )
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{
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if ( me->IsEntityBetweenTargetAndSelf( victim, m_sapTarget ) )
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{
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return SuspendFor( new CTFBotSpyAttack( victim ), "Backstabbing the engineer before I sap his buildings" );
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}
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}
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}
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const float sapRange = 40.0f;
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if ( me->IsRangeLessThan( m_sapTarget, 2.0f * sapRange ) )
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{
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// switch to our sapper and spam it
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CBaseCombatWeapon *mySapper = me->Weapon_GetWeaponByType( TF_WPN_TYPE_BUILDING );
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if ( !mySapper )
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{
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return Done( "I have no sapper" );
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}
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me->Weapon_Switch( mySapper );
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// uncloak
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if ( me->m_Shared.IsStealthed() )
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{
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me->PressAltFireButton();
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}
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// sap our target
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me->GetBodyInterface()->AimHeadTowards( m_sapTarget, IBody::MANDATORY, 0.1f, NULL, "Aiming my sapper" );
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me->PressFireButton();
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}
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if ( me->IsRangeGreaterThan( m_sapTarget, sapRange ) )
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{
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if ( m_repathTimer.IsElapsed() )
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{
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m_repathTimer.Start( RandomFloat( 1.0f, 2.0f ) );
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CTFBotPathCost cost( me, FASTEST_ROUTE );
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if ( m_path.Compute( me, m_sapTarget, cost ) == false )
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{
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return Done( "No path to sap target!" );
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}
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}
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m_path.Update( me );
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return Continue();
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}
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// if our target is sapped, look for other nearby buildings to sap
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if ( m_sapTarget->HasSapper() )
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{
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CBaseObject *nextTarget = me->GetNearestKnownSappableTarget();
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if ( nextTarget )
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{
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m_sapTarget = nextTarget;
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}
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else
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{
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// everything is sapped - explicitly attack nearby enemy Engineers
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if ( victim && victim->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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return SuspendFor( new CTFBotSpyAttack( victim ), "Attacking an engineer" );
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}
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return Done( "All targets sapped" );
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}
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CTFBotSpySap::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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me->StartLookingAroundForEnemies();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSpySap::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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me->StartLookingAroundForEnemies();
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSpySap::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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me->StopLookingAroundForEnemies();
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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EventDesiredResult< CTFBot > CTFBotSpySap::OnStuck( CTFBot *me )
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{
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return TryDone( RESULT_CRITICAL, "I'm stuck, probably on a sapped building that hasn't exploded yet" );
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotSpySap::ShouldAttack( const INextBot *meBot, const CKnownEntity *them ) const
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{
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CTFBot *me = ToTFBot( meBot->GetEntity() );
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if ( m_sapTarget && !m_sapTarget->HasSapper() )
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{
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// mission not accomplished
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return ANSWER_NO;
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}
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if ( !me->m_Shared.InCond( TF_COND_DISGUISED ) &&
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!me->m_Shared.InCond( TF_COND_DISGUISING ) &&
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!me->m_Shared.IsStealthed() )
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{
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// our cover is blown!
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return ANSWER_YES;
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}
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// if we've sapped, attack
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return AreAllDangerousSentriesSapped( me ) ? ANSWER_YES : ANSWER_NO;
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}
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//---------------------------------------------------------------------------------------------
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// Don't avoid enemies when we're going in for the sap
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QueryResultType CTFBotSpySap::IsHindrance( const INextBot *me, CBaseEntity *blocker ) const
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{
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if ( m_sapTarget.Get() && me->IsRangeLessThan( m_sapTarget, 300.0f ) )
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{
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// we're almost to our sap target - don't avoid anyone
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return ANSWER_NO;
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}
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// avoid everyone while we move to our sap target
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return ANSWER_UNDEFINED;
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}
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//---------------------------------------------------------------------------------------------
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QueryResultType CTFBotSpySap::ShouldRetreat( const INextBot *me ) const
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{
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return ANSWER_NO;
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotSpySap::AreAllDangerousSentriesSapped( CTFBot *me ) const
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{
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CUtlVector< CKnownEntity > knownVector;
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me->GetVisionInterface()->CollectKnownEntities( &knownVector );
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for( int i=0; i<knownVector.Count(); ++i )
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{
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CBaseObject *enemyObject = dynamic_cast< CBaseObject * >( knownVector[i].GetEntity() );
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if ( enemyObject && enemyObject->ObjectType() == OBJ_SENTRYGUN && !enemyObject->HasSapper() && me->IsEnemy( enemyObject ) )
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{
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// this is an active enemy sentry, are we in range and line of fire?
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if ( me->IsRangeLessThan( enemyObject, SENTRY_MAX_RANGE ) && me->IsLineOfFireClear( enemyObject ) )
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{
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return false;
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}
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}
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}
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return true;
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}
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