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254 lines
7.2 KiB
254 lines
7.2 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// tf_bot_sniper_attack.h
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// Attack a threat as a Sniper
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// Michael Booth, February 2009
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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 "tf_gamerules.h"
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#include "bot/tf_bot.h"
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#include "bot/behavior/sniper/tf_bot_sniper_attack.h"
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#include "bot/behavior/tf_bot_melee_attack.h"
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#include "bot/behavior/tf_bot_retreat_to_cover.h"
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#include "nav_mesh.h"
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extern ConVar tf_bot_path_lookahead_range;
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ConVar tf_bot_sniper_flee_range( "tf_bot_sniper_flee_range", "400", FCVAR_CHEAT, "If threat is closer than this, retreat" );
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ConVar tf_bot_sniper_melee_range( "tf_bot_sniper_melee_range", "200", FCVAR_CHEAT, "If threat is closer than this, attack with melee weapon" );
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ConVar tf_bot_sniper_linger_time( "tf_bot_sniper_linger_time", "5", FCVAR_CHEAT, "How long Sniper will wait around after losing his target before giving up" );
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//---------------------------------------------------------------------------------------------
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bool CTFBotSniperAttack::IsPossible( CTFBot *me )
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{
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return me->IsPlayerClass( TF_CLASS_SNIPER ) && me->GetVisionInterface()->GetPrimaryKnownThreat() && me->GetVisionInterface()->GetPrimaryKnownThreat()->IsVisibleRecently();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::OnStart( CTFBot *me, Action< CTFBot > *priorAction )
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{
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::Update( CTFBot *me, float interval )
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{
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// switch to our sniper rifle
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CBaseCombatWeapon *myGun = me->Weapon_GetSlot( TF_WPN_TYPE_PRIMARY );
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if ( myGun )
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{
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me->Weapon_Switch( myGun );
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}
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// shoot at bad guys
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const CKnownEntity *threat = me->GetVisionInterface()->GetPrimaryKnownThreat();
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if ( threat && !threat->GetEntity()->IsAlive() )
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{
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// he's dead
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threat = NULL;
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}
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if ( threat == NULL || !threat->IsVisibleInFOVNow() )
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{
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if ( m_lingerTimer.IsElapsed() )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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return Continue();
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}
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return Done( "No threat for awhile" );
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}
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return Continue();
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}
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me->EquipBestWeaponForThreat( threat );
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if ( me->IsDistanceBetweenLessThan( threat->GetLastKnownPosition(), tf_bot_sniper_flee_range.GetFloat() ) )
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{
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return SuspendFor( new CTFBotRetreatToCover, "Retreating from nearby enemy" );
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}
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if ( me->GetTimeSinceLastInjury() < 1.0f )
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{
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return SuspendFor( new CTFBotRetreatToCover, "Retreating due to injury" );
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}
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// we have a target
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m_lingerTimer.Start( RandomFloat( 0.75f, 1.25f ) * tf_bot_sniper_linger_time.GetFloat() );
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if ( !me->m_Shared.InCond( TF_COND_ZOOMED ) )
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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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void CTFBotSniperAttack::OnEnd( CTFBot *me, Action< CTFBot > *nextAction )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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// we're leaving to do something else - unzoom
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me->PressAltFireButton();
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}
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CTFBot > CTFBotSniperAttack::OnSuspend( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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if ( me->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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// we're leaving to do something else - unzoom
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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 > CTFBotSniperAttack::OnResume( CTFBot *me, Action< CTFBot > *interruptingAction )
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{
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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// given a subject, return the world space position we should aim at
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Vector CTFBotSniperAttack::SelectTargetPoint( const INextBot *me, const CBaseCombatCharacter *subject ) const
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{
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VPROF_BUDGET( "CTFBotSniperAttack::SelectTargetPoint", "NextBot" );
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Vector visibleSpot;
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trace_t result;
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NextBotTraceFilterIgnoreActors filter( subject, COLLISION_GROUP_NONE );
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// head, then chest, then feet for the Sniper
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// headshot seems to be a bit higher that EyePosition()
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Vector subjectHeadPos( subject->EyePosition() );
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subjectHeadPos.z += 1.0f;
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subjectHeadPos, MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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if ( result.DidHit() )
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{
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subject->WorldSpaceCenter(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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if ( result.DidHit() )
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{
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UTIL_TraceLine( me->GetBodyInterface()->GetEyePosition(), subject->GetAbsOrigin(), MASK_BLOCKLOS_AND_NPCS|CONTENTS_IGNORE_NODRAW_OPAQUE, &filter, &result );
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}
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}
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// even if they aren't visible, we have no way to communicate that out, so pick a reasonable spot
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return result.endpos;
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}
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//---------------------------------------------------------------------------------------------
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bool CTFBotSniperAttack::IsImmediateThreat( const CBaseCombatCharacter *subject, const CKnownEntity *threat ) const
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{
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if ( subject->InSameTeam( threat->GetEntity() ) )
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return false;
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if ( !threat->GetEntity()->IsAlive() )
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return false;
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const float hiddenAwhile = 3.0f;
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if ( !threat->WasEverVisible() || threat->GetTimeSinceLastSeen() > hiddenAwhile )
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return false;
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CTFPlayer *player = ToTFPlayer( threat->GetEntity() );
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Vector to = subject->GetAbsOrigin() - threat->GetLastKnownPosition();
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float threatRange = to.NormalizeInPlace();
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if ( player == NULL )
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{
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CObjectSentrygun *sentry = dynamic_cast< CObjectSentrygun * >( threat->GetEntity() );
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if ( sentry )
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{
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// are we in range?
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if ( threatRange < SENTRY_MAX_RANGE )
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{
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// is it pointing at us?
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Vector sentryForward;
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AngleVectors( sentry->GetTurretAngles(), &sentryForward );
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if ( DotProduct( to, sentryForward ) > 0.8f )
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{
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return true;
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}
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}
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}
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return false;
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}
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if ( player->IsPlayerClass( TF_CLASS_SNIPER ) )
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{
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// is the sniper pointing at me?
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Vector sniperForward;
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player->EyeVectors( &sniperForward );
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if ( DotProduct( to, sniperForward ) > 0.8f )
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{
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return true;
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}
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}
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#ifdef TF_RAID_MODE
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if ( !TFGameRules()->IsRaidMode() )
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{
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}
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else
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#endif // TF_RAID_MODE
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{
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if ( player->IsPlayerClass( TF_CLASS_MEDIC ) )
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{
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// always try to kill these guys first
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return true;
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------------------------
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// return the more dangerous of the two threats to 'subject', or NULL if we have no opinion
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const CKnownEntity *CTFBotSniperAttack::SelectMoreDangerousThreat( const INextBot *me,
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const CBaseCombatCharacter *subject,
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const CKnownEntity *threat1,
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const CKnownEntity *threat2 ) const
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{
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if ( threat1 && threat2 )
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{
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bool isImmediateThreat1 = IsImmediateThreat( subject, threat1 );
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bool isImmediateThreat2 = IsImmediateThreat( subject, threat2 );
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if ( isImmediateThreat1 && !isImmediateThreat2 )
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{
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return threat1;
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}
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else if ( !isImmediateThreat1 && isImmediateThreat2 )
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{
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return threat2;
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}
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}
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// both or neither are immediate threats - no preference
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return NULL;
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}
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