bool CAI_Senses::LookThroughPortal( const CProp_Portal *pPortal, CBaseEntity *pSightEnt ) { if ( WaitingUntilSeen( pSightEnt ) ) return false; if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntityThroughPortal( pPortal, pSightEnt ) ) { return SeeEntity( pSightEnt ); } return false; }
bool CASW_AI_Senses::CanSwarmSense( CBaseEntity *pSightEnt ) { if ( WaitingUntilSeen( pSightEnt ) ) return false; if ( ShouldSeeEntity( pSightEnt ) ) // && CanSeeEntity( pSightEnt ) // can always swarm sense things in our search radius { return SwarmSenseEntity( pSightEnt ); } return false; }
bool CAI_Senses::Look( CBaseEntity *pSightEnt ) { if ( WaitingUntilSeen( pSightEnt ) ) return false; if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntity( pSightEnt ) ) { return SeeEntity( pSightEnt ); } return false; }
bool CAI_Senses::Look( CBaseEntity *pSightEnt ) { CNPC_BaseZombie *pZombie = dynamic_cast<CNPC_BaseZombie*>( GetOuter() ); if ( pZombie && pSightEnt->IsPlayer() ) { return SeeEntity( pSightEnt ); } else { if ( WaitingUntilSeen( pSightEnt ) ) return false; if ( ShouldSeeEntity( pSightEnt ) && CanSeeEntity( pSightEnt ) ) { return SeeEntity( pSightEnt ); } return false; } }