virtualvoidOnEvent(GameEventTypeevent,CBaseEntity*pEntity=nullptr,CBaseEntity*pOther=nullptr);// Invoked when event occurs in the game (some events have NULL entity).
virtualunsignedintGetPlayerPriority(CBasePlayer*pPlayer)const=0;// return priority of player (0 = max pri)
public:
constchar*GetNavMapFilename()const;// return the filename for this map's "nav" file
voidAddGrenade(inttype,CGrenade*grenade);// add an active grenade to the bot's awareness
voidRemoveGrenade(CGrenade*grenade);// the grenade entity in the world is going away
voidValidateActiveGrenades();// destroy any invalid active grenades
voidDestroyAllGrenades();
boolIsLineBlockedBySmoke(constVector*from,constVector*to);// return true if line intersects smoke volume
boolIsInsideSmokeCloud(constVector*pos);// return true if position is inside a smoke cloud
private:
// the list of active grenades the bots are aware of