12 if (m_bEvaluateResult)
16 m_bEvaluateResult =
false;
21 m_bEvaluateResult =
true;
24 if (m_iEnemyCount == 0)
27 friendlyRatio = m_iFriendlyCount / Math.Max(m_iFriendlyCount + m_iEnemyCount, 1);
29 switch (m_iRatioMethod)
33 m_bResult = friendlyRatio > m_fFriendlyRatioLimit;
38 m_bResult =
float.AlmostEqual(friendlyRatio, m_fFriendlyRatioLimit);
43 m_bResult = friendlyRatio < m_fFriendlyRatioLimit;