mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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455f9470a5
* Move EntityManager to Game namespace * move initialization to later Need to wait for dZoneManager to be initialized. * Fix bugs - Cannot delete from a RandomAccessIterator while in a range based for loop. Touchup zone manager initialize replace magic numbers with better named constants replace magic zonecontrol id with a more readable hex alternative condense stack variables move initializers closer to their use initialize entity manager with zone control change initialize timings If zone is not zero we expect to initialize the entity manager during zone manager initialization Add constexpr for zone control LOT * Add proper error handling * revert vanity changes * Update WorldServer.cpp * Update dZoneManager.cpp
271 lines
7.2 KiB
C++
271 lines
7.2 KiB
C++
#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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if (this->m_targetEnemy && this->m_usePickedTarget && branch.target > 0) {
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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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if (!bitStream->Read(hit)) {
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Game::logger->Log("TacArcBehavior", "Unable to read hit from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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if (this->m_checkEnv) {
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bool blocked = false;
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if (!bitStream->Read(blocked)) {
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Game::logger->Log("TacArcBehavior", "Unable to read blocked from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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if (blocked) {
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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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uint32_t count = 0;
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if (!bitStream->Read(count)) {
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Game::logger->Log("TacArcBehavior", "Unable to read count from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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if (count > m_maxTargets && m_maxTargets > 0) {
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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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LWOOBJID id{};
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if (!bitStream->Read(id)) {
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Game::logger->Log("TacArcBehavior", "Unable to read id from bitStream, aborting Handle! %i", bitStream->GetNumberOfUnreadBits());
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return;
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};
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targets.push_back(id);
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}
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for (auto target : targets) {
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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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} else {
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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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auto* self = Game::entityManager->GetEntity(context->originator);
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if (self == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid self for (%llu)!", 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 = Game::entityManager->GetEntity(branch.target);
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if (target == nullptr) {
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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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if (combatAi->GetTarget() != LWOOBJID_EMPTY) {
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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 = Game::entityManager->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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if (targets.size() >= this->m_maxTargets) {
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break;
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}
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auto* entity = Game::entityManager->GetEntity(validTarget);
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if (entity == nullptr) {
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Game::logger->Log("TacArcBehavior", "Invalid target (%llu) for (%llu)!", 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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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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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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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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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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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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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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if (combatAi != nullptr) {
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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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bitStream->Write(target->GetObjectID());
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}
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for (auto* target : targets) {
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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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} else {
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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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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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