mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-23 22:17:31 +00:00
289 lines
6.8 KiB
C++
289 lines
6.8 KiB
C++
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#include "TacArcBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "Entity.h"
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#include "BehaviorContext.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "DestroyableComponent.h"
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#include <vector>
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void TacArcBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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if (this->m_targetEnemy && this->m_usePickedTarget && branch.target > 0)
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{
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this->m_action->Handle(context, bitStream, branch);
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return;
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}
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bool hit = false;
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bitStream->Read(hit);
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if (this->m_checkEnv)
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{
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bool blocked = false;
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bitStream->Read(blocked);
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if (blocked)
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{
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this->m_blockedAction->Handle(context, bitStream, branch);
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return;
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}
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}
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if (hit)
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{
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uint32_t count = 0;
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bitStream->Read(count);
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if (count > m_maxTargets && m_maxTargets > 0)
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{
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count = m_maxTargets;
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}
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std::vector<LWOOBJID> targets;
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for (auto i = 0u; i < count; ++i)
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{
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LWOOBJID id;
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bitStream->Read(id);
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targets.push_back(id);
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}
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for (auto target : targets)
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{
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branch.target = target;
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this->m_action->Handle(context, bitStream, branch);
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}
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}
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else
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{
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this->m_missAction->Handle(context, bitStream, branch);
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}
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}
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void TacArcBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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auto* self = EntityManager::Instance()->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!\n", context->originator);
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return;
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}
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const auto* destroyableComponent = self->GetComponent<DestroyableComponent>();
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if ((this->m_usePickedTarget || context->clientInitalized) && branch.target > 0) {
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const auto* target = EntityManager::Instance()->GetEntity(branch.target);
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if (target == nullptr)
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{
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return;
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}
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// If the game is specific about who to target, check that
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if (destroyableComponent == nullptr || ((!m_targetFriend && !m_targetEnemy
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|| m_targetFriend && destroyableComponent->IsFriend(target)
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|| m_targetEnemy && destroyableComponent->IsEnemy(target)))) {
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this->m_action->Calculate(context, bitStream, branch);
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}
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return;
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}
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auto* combatAi = self->GetComponent<BaseCombatAIComponent>();
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const auto casterPosition = self->GetPosition();
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auto reference = self->GetPosition(); //+ m_offset;
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std::vector<Entity*> targets;
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std::vector<LWOOBJID> validTargets;
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if (combatAi != nullptr)
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{
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if (combatAi->GetTarget() != LWOOBJID_EMPTY)
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{
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validTargets.push_back(combatAi->GetTarget());
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}
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}
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// Find all valid targets, based on whether we target enemies or friends
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for (const auto& contextTarget : context->GetValidTargets()) {
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if (destroyableComponent != nullptr) {
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const auto* targetEntity = EntityManager::Instance()->GetEntity(contextTarget);
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if (m_targetEnemy && destroyableComponent->IsEnemy(targetEntity)
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|| m_targetFriend && destroyableComponent->IsFriend(targetEntity)) {
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validTargets.push_back(contextTarget);
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}
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} else {
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validTargets.push_back(contextTarget);
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}
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}
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for (auto validTarget : validTargets)
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{
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if (targets.size() >= this->m_maxTargets)
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{
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break;
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}
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auto* entity = EntityManager::Instance()->GetEntity(validTarget);
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if (entity == nullptr)
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{
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Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!\n", validTarget, context->originator);
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continue;
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}
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if (std::find(targets.begin(), targets.end(), entity) != targets.end())
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{
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continue;
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}
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if (entity->GetIsDead()) continue;
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const auto otherPosition = entity->GetPosition();
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const auto heightDifference = std::abs(otherPosition.y - casterPosition.y);
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/*if (otherPosition.y > reference.y && heightDifference > this->m_upperBound || otherPosition.y < reference.y && heightDifference > this->m_lowerBound)
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{
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continue;
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}*/
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const auto forward = self->GetRotation().GetForwardVector();
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// forward is a normalized vector of where the caster is facing.
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// otherPosition is the position of the target.
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// reference is the position of the caster.
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// If we cast a ray forward from the caster, does it come within m_farWidth of the target?
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const auto distance = Vector3::Distance(reference, otherPosition);
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if (m_method == 2)
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{
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NiPoint3 rayPoint = casterPosition + forward * distance;
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if (m_farWidth > 0 && Vector3::DistanceSquared(rayPoint, otherPosition) > this->m_farWidth * this->m_farWidth)
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{
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continue;
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}
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}
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auto normalized = (reference - otherPosition) / distance;
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const float degreeAngle = std::abs(Vector3::Angle(forward, normalized) * (180 / 3.14) - 180);
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if (distance >= this->m_minDistance && this->m_maxDistance >= distance && degreeAngle <= 2 * this->m_angle)
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{
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targets.push_back(entity);
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}
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}
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std::sort(targets.begin(), targets.end(), [reference](Entity* a, Entity* b)
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{
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const auto aDistance = Vector3::DistanceSquared(reference, a->GetPosition());
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const auto bDistance = Vector3::DistanceSquared(reference, b->GetPosition());
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return aDistance > bDistance;
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});
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const auto hit = !targets.empty();
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bitStream->Write(hit);
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if (this->m_checkEnv)
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{
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const auto blocked = false; // TODO
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bitStream->Write(blocked);
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}
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if (hit)
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{
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if (combatAi != nullptr)
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{
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combatAi->LookAt(targets[0]->GetPosition());
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}
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context->foundTarget = true; // We want to continue with this behavior
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const auto count = static_cast<uint32_t>(targets.size());
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bitStream->Write(count);
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for (auto* target : targets)
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{
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bitStream->Write(target->GetObjectID());
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}
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for (auto* target : targets)
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{
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branch.target = target->GetObjectID();
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this->m_action->Calculate(context, bitStream, branch);
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}
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}
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else
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{
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this->m_missAction->Calculate(context, bitStream, branch);
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}
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}
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void TacArcBehavior::Load()
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{
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this->m_usePickedTarget = GetBoolean("use_picked_target");
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this->m_action = GetAction("action");
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this->m_missAction = GetAction("miss action");
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this->m_checkEnv = GetBoolean("check_env");
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this->m_blockedAction = GetAction("blocked action");
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this->m_minDistance = GetFloat("min range");
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this->m_maxDistance = GetFloat("max range");
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this->m_maxTargets = GetInt("max targets");
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this->m_targetEnemy = GetBoolean("target_enemy");
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this->m_targetFriend = GetBoolean("target_friend");
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this->m_targetTeam = GetBoolean("target_team");
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this->m_angle = GetFloat("angle");
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this->m_upperBound = GetFloat("upper_bound");
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this->m_lowerBound = GetFloat("lower_bound");
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this->m_farHeight = GetFloat("far_height");
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this->m_farWidth = GetFloat("far_width");
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this->m_method = GetInt("method");
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this->m_offset = {
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GetFloat("offset_x"),
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GetFloat("offset_y"),
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GetFloat("offset_z")
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};
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}
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