7         m_iHeadBoneIndex = m_Player.GetBoneIndexByName(
"Head");
 
    8         m_iChestBoneIndex = m_Player.GetBoneIndexByName(
"Spine3");
 
   11     override vector GetHeadPositionWS() 
 
   13         if (m_iHeadBoneIndex != -1)
 
   14             return m_Player.GetBonePositionWS(m_iHeadBoneIndex);
 
   16             return m_Player.GetPosition() + 
"0 1.7 0";
 
   27                 int mindState = ic.GetMindState();
 
   30                     return GetHeadPositionWS();
 
   34                     if (m_iChestBoneIndex != -1)
 
   35                         return m_Player.GetBonePositionWS(m_iChestBoneIndex);
 
   40         return m_Player.GetPosition() + 
"0 1 0";
 
   43     override float GetMaxVisionRangeModifier(
EntityAI pApplicant)
 
   46         m_Player.GetMovementState(state);
 
   51         float playerVisCoef = 1.0; 
 
   66         switch (state.m_iStanceIdx)
 
   80         mod = (speedCoef + stanceCoef) / 2;
 
   89         int movementSpeed = 0;
 
   91         switch (pState.m_iStanceIdx)
 
   94             switch (pState.m_iMovement)
 
  112             switch (pState.m_iMovement)
 
  125             movementSpeed = pState.m_iMovement;
 
  128         return movementSpeed;
 
  132     private int m_iHeadBoneIndex;
 
  133     private int m_iChestBoneIndex;