public override float Score(IAIContext context, BasePlayer option) { int num; int num1; PlayerTargetContext playerTargetContext = context as PlayerTargetContext; if (playerTargetContext != null) { NPCPlayerApex self = playerTargetContext.Self as NPCPlayerApex; if (self) { playerTargetContext.LineOfSight[playerTargetContext.CurrentOptionsIndex] = BestLineOfSight.Evaluate(self, option, out num, out num1); return((float)(num + num1) * 0.5f * this.score); } } playerTargetContext.LineOfSight[playerTargetContext.CurrentOptionsIndex] = 0; return(0f); }
public virtual float Score(IAIContext context, BasePlayer option) { PlayerTargetContext playerTargetContext = context as PlayerTargetContext; if (playerTargetContext != null) { NPCPlayerApex self = playerTargetContext.Self as NPCPlayerApex; if (Object.op_Implicit((Object)self)) { int standing; int crouched; playerTargetContext.LineOfSight[playerTargetContext.CurrentOptionsIndex] = BestLineOfSight.Evaluate(self, option, out standing, out crouched); return((float)(standing + crouched) * 0.5f * this.score); } } playerTargetContext.LineOfSight[playerTargetContext.CurrentOptionsIndex] = (byte)0; return(0.0f); }