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;