| 1679 | } |
| 1680 | |
| 1681 | void EntityAI::PerformUnlock() |
| 1682 | { |
| 1683 | if (_locked && _tempLocked) |
| 1684 | { |
| 1685 | float manRadius = _lockedSoldier ? ManLockRadius : floatMax(4, _lockedRadius * 0.6); |
| 1686 | _locker->UnlockPositionMan(_lockedBeg, manRadius); |
| 1687 | _locker->UnlockPosition(_lockedBeg, _lockedRadius, _lockedSoldier); |
| 1688 | _tempLocked = false; |
| 1689 | } |
| 1690 | } |
| 1691 | |
| 1692 | void EntityAI::LockPosition() |
| 1693 | { |
no test coverage detected