private bool IsInImportantCombatAction() { Agent.ActionCodeType currentActionType = this.Agent.GetCurrentActionType(1); switch (currentActionType) { case Agent.ActionCodeType.ReadyRanged: case Agent.ActionCodeType.ReleaseRanged: case Agent.ActionCodeType.ReleaseThrowing: case Agent.ActionCodeType.ReadyMelee: case Agent.ActionCodeType.ReleaseMelee: return(true); default: return(currentActionType == Agent.ActionCodeType.DefendShield); } }
protected virtual bool DoesActionTypeStopUsingGameObject(Agent.ActionCodeType actionType) => actionType == Agent.ActionCodeType.Jump || actionType == Agent.ActionCodeType.Kick || actionType == Agent.ActionCodeType.WeaponBash;