we shooting
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@@ -20,6 +20,12 @@ namespace BT_Action
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BT::State FindClosestEdge(Blackboard* blackboardPtr, int degree);
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BT::State SetZombieTarget(Blackboard* blackboardPtr);
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BT::State AvoidingZombie(Blackboard* blackboardPtr);
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BT::State RotateToZombie(Blackboard* blackboardPtr);
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BT::State ReadyToShoot(Blackboard* blackboardPtr, float minAngleDiff);
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BT::State Shoot(Blackboard* blackboardPtr, eItemType type);
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BT::State UseItem(Blackboard* blackboardPtr, eItemType type);
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BT::State SetItemAsTarget(Blackboard* blackboardPtr);
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@@ -29,11 +35,13 @@ namespace BT_Action
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BT::State CheckItem(Blackboard* blackboardPtr);
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BT::State TryFindHouse(Blackboard* blackboardPtr, float searchRadius, int degree);
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BT::State FindRandomLocation(Blackboard* blackboardPtr, float randomRadius);
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BT::State GetHouseAsTarget(Blackboard* blackboardPtr, float maxTravelDistance);
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BT::State CheckHouses(Blackboard* blackboardPtr);
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BT::State SetExpireDate(Blackboard* blackboardPtr);
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BT::State GetInsideTarget(Blackboard* blackboardPtr, float offset);
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}
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namespace BT_Condition
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@@ -43,6 +51,10 @@ namespace BT_Condition
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bool SeePurgeZone(Blackboard* blackboardPtr);
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bool SeeZombie(Blackboard* blackboardPtr);
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bool HasWeapon(Blackboard* blackboardPtr);
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bool InRange(Blackboard* blackboardPtr, float maxRange);
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bool ItemInInv(Blackboard* blackboardPtr, eItemType type);
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bool HpUnderThreshold(Blackboard* blackboardPtr, float threshold);
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bool CheckMinNeededEnergy(Blackboard* blackboardPtr);
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@@ -57,5 +69,6 @@ namespace BT_Condition
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bool SeeHouse(Blackboard* blackboardPtr);
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bool NewHouse(Blackboard* blackboardPtr);
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bool ReExploreHouse(Blackboard* blackboardPtr);
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}
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