// at 96 units distance, AI will prefer to walk instead of running to it. // standing offset at covernodes based on the AI pose // yaws used to check if the AI can see the enemy // offsets used to check if the AI can see the enemy // in sec, if AI has not seen enemy for 4 sec, then he will be considered hidden // maximum time for idle action at cover, ir-respective of the animation length // grenade throw ranges // grenade throw modifiers // Lower bound of time before a person of the same team can throw another grenade // Upper bound of time before a person of the same team can throw another grenade // Lower bound of time before a person that finished a scripted animation can throw a grenade // Upper bound of time before a person that finished a scripted animation can throw a grenade // Lower bound of time before being able to throw another grenade // Upper bound of time before being able to throw another grenade // New grenade throws must land atleast this far from any previous throw, within the GRENADE_THROW_TIME window. // Don't throw a grenade if you are on team allies and it will land this close to a player (may want to change to any ally) // Don't throw a grenade if there is a player in laststand this close to the target. // Melee ranges and timers // allowed 10 units to account for charge blend // charge distance is the minimum distance required to even attempt melee // Arrival // Distance at which enmey is considered to be nearby // Cover modes //Sprint values //delay between two sprints //upto one more second delay between sprint //additional compensation factor //value between 0 and 100, probability of sprinting // Cover shoot times // *********** SUMEET TODO - Merge seeking and exposed reacquiring behavior together. *********** // Reacquire/ Cover/Locomotion Seek