4 override bool PerformReaction(notnull SCR_AIUtilityComponent utility, notnull
SCR_AIThreatSystem threatSystem, AIDangerEvent dangerEvent)
6 if (dangerEvent.GetVictim() != utility.m_OwnerEntity)
10 IEntity shooter = dangerEvent.GetObject();
13 shooterPos = shooter.GetOrigin();
15 float dist = vector.Distance(shooterPos, utility.GetOrigin());
18 if (utility.m_CombatComponent.GetCurrentTarget() ==
null && dist > SCR_AICombatComponent.LONG_RANGE_FIRE_DISTANCE && shooter)