bool CAI_ScriptConditions::EvalPlayerTargetLOS( const EvalArgs_t &args )
{
    if( m_fPlayerTargetLOS == TRS_NONE )
    {
        // Don't execute expensive code if we don't care.
        return true;
    }

#ifndef HL2SB
    return ( !args.pTarget || PlayerHasLineOfSight( args.pPlayer, args.pTarget, m_fPlayerTargetLOS == TRS_FALSE ) );
#else
    return ( !args.pTarget || !args.pPlayer || PlayerHasLineOfSight( args.pPlayer, args.pTarget, m_fPlayerTargetLOS == TRS_FALSE ) );
#endif
}
bool CAI_ScriptConditions::EvalPlayerActorLOS( const EvalArgs_t &args )
{
	if( m_fPlayerActorLOS == TRS_NONE )
	{
		// Don't execute expensive code if we don't care.
		return true;
	}

	return ( !args.pActor || PlayerHasLineOfSight( args.pPlayer, args.pActor, m_fPlayerActorLOS == TRS_FALSE ) );
}