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 ) ); }