mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-28 15:45:41 +03:00
293 lines
8.7 KiB
C++
293 lines
8.7 KiB
C++
#include "precompiled.h"
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/* <3fca3c> ../cstrike/dlls/bot/cs_gamestate.cpp:13 */
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NOBODY CSGameState::CSGameState(void)
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{
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}
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/* <3fcd6b> ../cstrike/dlls/bot/cs_gamestate.cpp:27 */
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NOBODY CSGameState::CSGameState(CCSBot *owner)
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{
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// IntervalTimer(IntervalTimer *const this); // 27
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// {
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// int i; // 41
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// }
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// IntervalTimer(IntervalTimer *const this); // 27
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// CountdownTimer(CountdownTimer *const this); // 27
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}
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/* <3fd4f4> ../cstrike/dlls/bot/cs_gamestate.cpp:55 */
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NOBODY void CSGameState::Reset(void)
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{
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// {
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// class CCSBotManager *ctrl; // 66
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// int i; // 69
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// Invalidate(IntervalTimer *const this); // 61
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// Invalidate(IntervalTimer *const this); // 62
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// {
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// int swap; // 81
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// int rnd; // 82
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// }
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// }
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}
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/* <3fce67> ../cstrike/dlls/bot/cs_gamestate.cpp:97 */
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NOBODY void CSGameState::OnEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other)
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{
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 104
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// UpdatePlantedBomb(CSGameState *const this,
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// const Vector *pos); // 109
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 117
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 124
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}
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/* <3fcf9c> ../cstrike/dlls/bot/cs_gamestate.cpp:144 */
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NOBODY bool CSGameState::IsRoundOver(void) const
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{
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}
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/* <3fcfc6> ../cstrike/dlls/bot/cs_gamestate.cpp:150 */
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NOBODY void CSGameState::SetBombState(BombState state)
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{
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}
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/* <3fcff2> ../cstrike/dlls/bot/cs_gamestate.cpp:160 */
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NOBODY void CSGameState::UpdateLooseBomb(const Vector *pos)
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{
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 166
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// Reset(IntervalTimer *const this); // 163
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}
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/* <3fd06e> ../cstrike/dlls/bot/cs_gamestate.cpp:170 */
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NOBODY float CSGameState::TimeSinceLastSawLooseBomb(void) const
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{
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// GetElapsedTime(const class IntervalTimer *const this); // 172
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}
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/* <3fd0f4> ../cstrike/dlls/bot/cs_gamestate.cpp:176 */
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NOBODY bool CSGameState::IsLooseBombLocationKnown(void) const
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{
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// HasStarted(const class IntervalTimer *const this); // 181
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}
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/* <3fd135> ../cstrike/dlls/bot/cs_gamestate.cpp:185 */
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NOBODY void CSGameState::UpdateBomber(const Vector *pos)
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{
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// Reset(IntervalTimer *const this); // 188
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 191
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}
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/* <3fd1b1> ../cstrike/dlls/bot/cs_gamestate.cpp:195 */
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NOBODY float CSGameState::TimeSinceLastSawBomber(void) const
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{
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// GetElapsedTime(const class IntervalTimer *const this); // 197
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}
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/* <3fd237> ../cstrike/dlls/bot/cs_gamestate.cpp:201 */
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NOBODY bool CSGameState::IsPlantedBombLocationKnown(void) const
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{
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}
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/* <3fd25a> ../cstrike/dlls/bot/cs_gamestate.cpp:213 */
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NOBODY int CSGameState::GetPlantedBombsite(void) const
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{
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}
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/* <3fd284> ../cstrike/dlls/bot/cs_gamestate.cpp:225 */
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NOBODY bool CSGameState::IsAtPlantedBombsite(void) const
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{
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// {
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// class CCSBotManager *ctrl; // 230
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// const class Zone *zone; // 231
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// }
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}
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/* <3fd2d2> ../cstrike/dlls/bot/cs_gamestate.cpp:246 */
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NOBODY int CSGameState::GetNextBombsiteToSearch(void)
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{
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// {
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// int i; // 251
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// {
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// int z; // 256
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// }
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// }
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}
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/* <3fd32c> ../cstrike/dlls/bot/cs_gamestate.cpp:277 */
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NOBODY const Vector *CSGameState::GetBombPosition(void) const
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{
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// HasStarted(const class IntervalTimer *const this); // 283
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}
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/* <3fd373> ../cstrike/dlls/bot/cs_gamestate.cpp:313 */
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NOBODY void CSGameState::UpdatePlantedBomb(const Vector *pos)
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{
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// {
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// class CCSBotManager *ctrl; // 315
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// const class Zone *zone; // 316
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 330
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// }
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}
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/* <3fd3dd> ../cstrike/dlls/bot/cs_gamestate.cpp:337 */
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NOBODY void CSGameState::MarkBombsiteAsPlanted(int zoneIndex)
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{
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// SetBombState(CSGameState *const this,
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// enum BombState state); // 340
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}
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/* <3fd43a> ../cstrike/dlls/bot/cs_gamestate.cpp:347 */
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NOBODY void CSGameState::ClearBombsite(int zoneIndex)
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{
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}
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/* <3fd475> ../cstrike/dlls/bot/cs_gamestate.cpp:354 */
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NOBODY bool CSGameState::IsBombsiteClear(int zoneIndex) const
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{
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}
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/* <3fd4b0> ../cstrike/dlls/bot/cs_gamestate.cpp:367 */
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NOBODY void CSGameState::InitializeHostageInfo(void)
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{
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// {
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// class CBaseEntity *hostage; // 373
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// }
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}
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/* <3fd5ab> ../cstrike/dlls/bot/cs_gamestate.cpp:398 */
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NOBODY CHostage *CSGameState::GetNearestFreeHostage(Vector *knowPos)
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{
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// {
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// class CNavArea *startArea; // 403
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// class CHostage *close; // 407
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// const Vector *closePos; // 408
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// float closeDistance; // 409
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// {
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// int i; // 411
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// {
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// const Vector *hostagePos; // 413
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// class CNavArea *hostageArea; // 435
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// {
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// class ShortestPathCost pc; // 438
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// float travelDistance; // 439
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// NavAreaTravelDistance<ShortestPathCost>(CNavArea *startArea,
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// class CNavArea *endArea,
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// class ShortestPathCost &costFunc); // 439
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// }
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// IsValid(CHostage *const this); // 418
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// IsFollowingSomeone(CHostage *const this); // 421
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// }
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// }
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// }
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}
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/* <3fdbd3> ../cstrike/dlls/bot/cs_gamestate.cpp:461 */
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NOBODY const Vector *CSGameState::GetRandomFreeHostagePosition(void)
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{
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// {
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// const Vector *freePos; // 466
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// int freeCount; // 467
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// {
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// int i; // 469
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// {
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// const class HostageInfo *info; // 471
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// IsFollowingSomeone(CHostage *const this); // 480
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// }
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// }
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// }
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}
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/* <3fdcd2> ../cstrike/dlls/bot/cs_gamestate.cpp:509 */
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NOBODY unsigned char CSGameState::ValidateHostagePositions(void)
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{
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// {
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// float const validateInterval; // 515
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// TraceResult result; // 520
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// unsigned char status; // 521
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// int i; // 523
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// int startValidCount; // 524
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// int endValidCount; // 605
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// IsElapsed(const class CountdownTimer *const this); // 512
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// Start(CountdownTimer *const this,
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// float duration); // 516
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// {
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// class HostageInfo *info; // 531
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// {
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// float const tolerance; // 594
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// IsValid(CHostage *const this); // 576
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// IsFollowingSomeone(CHostage *const this); // 586
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// operator-(const Vector *const this,
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// const Vector &v); // 595
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// IsLengthGreaterThan(const Vector *const this,
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// float length); // 595
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// }
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// IsFollowingSomeone(CHostage *const this); // 541
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// }
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// }
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}
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/* <3fdef7> ../cstrike/dlls/bot/cs_gamestate.cpp:626 */
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NOBODY CHostage *CSGameState::GetNearestVisibleFreeHostage(void)
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{
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// {
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// class CHostage *close; // 628
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// float closeRangeSq; // 629
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// float rangeSq; // 630
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// Vector pos; // 632
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// {
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// int i; // 634
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// {
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// const class HostageInfo *info; // 636
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// IsFollowingSomeone(CHostage *const this); // 643
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// operator+(const Vector *const this,
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// const Vector &v); // 647
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// operator-(const Vector *const this,
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// const Vector &v); // 648
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// LengthSquared(const Vector *const this); // 648
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// }
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// }
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// }
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}
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/* <3fe064> ../cstrike/dlls/bot/cs_gamestate.cpp:668 */
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NOBODY bool CSGameState::AreAllHostagesBeingRescued(void)
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{
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// {
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// bool isAllDead; // 674
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// {
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// int i; // 676
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// {
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// const class HostageInfo *info; // 678
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// IsValid(CHostage *const this); // 683
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// IsFollowingSomeone(CHostage *const this); // 685
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// }
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// }
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// }
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}
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/* <3fe148> ../cstrike/dlls/bot/cs_gamestate.cpp:712 */
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NOBODY bool CSGameState::AreAllHostagesGone(void)
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{
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// {
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// int i; // 718
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// {
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// const class HostageInfo *info; // 720
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// }
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// }
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}
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/* <3fe1a2> ../cstrike/dlls/bot/cs_gamestate.cpp:742 */
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NOBODY void CSGameState::AllHostagesGone(void)
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{
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// {
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// int i; // 744
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// }
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}
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