if(bDeployC4)
{
if(iC4Count <=17)
iC4Count += 1.0f;
pMySoldier->GetVector(&vStaticVecC4[iC4Count]);
bAutoC4 = true;
btmp=false;
bDeployC4 = false;
}
if (bAutoC4 && !GotTarget)
{
if (bIsEnemy )
pVector.vTargetEnemy = pVector.vTarget;
for (int itmp =1; itmp<=iC4Count; itmp++ )
{
if((vStaticVecC4[itmp].DistanceToVector(pVector.vTargetEnemy ) <= 6.f )
&& (vAres.vMe.DistanceToVector(vStaticVecC4[itmp]) >= 5.f)
&& IsVisibleForC4(&vStaticVecC4[itmp],&pVector.vTargetEnemy))
{
if(bSwitchable)
{
pBorderInputNode->m_inputCache->flInputBuffer[ConceptSwitchToDynamicGadget2] = 1.0f;
iStartCount = timeGetTime();
btmp=true;
}
AutoFireLogic();