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untyped

global function CloakDrone_Init

global function SpawnCloakDrone
global function GetNPCCloakedDrones
global function RemoveLeftoverCloakedDrones
const FX_DRONE_CLOAK_BEAM 				= $"P_drone_cloak_beam"

const float CLOAK_DRONE_REACHED_HARVESTER_DIST = 1300.0

struct
{
	int cloakedDronesManagedEntArrayID
	table<entity,string> cloakedDroneClaimedSquadList
} file

struct CloakDronePath
{
	vector start
	vector goal
	bool goalValid = false
	float lastHeight
}

function CloakDrone_Init()
{
	PrecacheParticleSystem( FX_DRONE_CLOAK_BEAM )

	file.cloakedDronesManagedEntArrayID = CreateScriptManagedEntArray()

	RegisterSignal( "DroneCleanup" )
	RegisterSignal( "DroneCrashing" )
}

entity function SpawnCloakDrone( int team, vector origin, vector angles, vector towerOrigin )
{
	int droneCount = GetNPCCloakedDrones().len()

	// add some minor randomness to the spawn location as well as an offset based on number of drones in the world.
	origin += < RandomIntRange( -64, 64 ), RandomIntRange( -64, 64 ), 300 + (droneCount * 128) >

	entity cloakedDrone = CreateGenericDrone( team, origin, angles )
	SetSpawnOption_AISettings( cloakedDrone, "npc_drone_cloaked" )

	//these enable global damage callbacks for the cloakedDrone
	cloakedDrone.s.isHidden <- false
	cloakedDrone.s.fx <- null
	cloakedDrone.s.towerOrigin <- towerOrigin

	DispatchSpawn( cloakedDrone )
	SetTeam( cloakedDrone, team )
	SetTargetName( cloakedDrone, "Cloak Drone" )
	cloakedDrone.SetTitle( "#NPC_CLOAK_DRONE" )
	cloakedDrone.SetMaxHealth( 250 )
	cloakedDrone.SetHealth( 250 )
	cloakedDrone.SetTakeDamageType( DAMAGE_YES )
	cloakedDrone.SetDamageNotifications( true )
	cloakedDrone.SetDeathNotifications( true )
	cloakedDrone.Solid()
	cloakedDrone.Show()
	cloakedDrone.EnableNPCFlag( NPC_IGNORE_ALL )

	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_HOVER_LOOP_SFX )
	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_LOOPING_SFX )
	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_WARP_IN_SFX )

	cloakedDrone.s.fx = CreateDroneCloakBeam( cloakedDrone )

	SetVisibleEntitiesInConeQueriableEnabled( cloakedDrone, true )

	thread CloakedDronePathThink( cloakedDrone )
	thread CloakedDroneCloakThink( cloakedDrone )

	#if R1_VGUI_MINIMAP
		cloakedDrone.Minimap_SetDefaultMaterial( $"vgui/hud/cloak_drone_minimap_orange" )
	#endif
	cloakedDrone.Minimap_SetAlignUpright( true )
	cloakedDrone.Minimap_AlwaysShow( TEAM_IMC, null )
	cloakedDrone.Minimap_AlwaysShow( TEAM_MILITIA, null )
	cloakedDrone.Minimap_SetObjectScale( MINIMAP_CLOAKED_DRONE_SCALE )
	cloakedDrone.Minimap_SetZOrder( MINIMAP_Z_NPC )

	ShowName( cloakedDrone )

	AddToGlobalCloakedDroneList( cloakedDrone )
	return cloakedDrone
}

function AddToGlobalCloakedDroneList( cloakedDrone )
{
	AddToScriptManagedEntArray( file.cloakedDronesManagedEntArrayID, cloakedDrone )
}

array<entity> function GetNPCCloakedDrones()
{
	return GetScriptManagedEntArray( file.cloakedDronesManagedEntArrayID )
}

function RemoveLeftoverCloakedDrones()
{
	array<entity> droneArray = GetNPCCloakedDrones()
	foreach ( cloakedDrone in droneArray )
	{
		thread CloakedDroneWarpOutAndDestroy( cloakedDrone )
	}
}

void function CloakedDroneWarpOutAndDestroy( entity cloakedDrone )
{
	cloakedDrone.EndSignal( "OnDestroy" )
	cloakedDrone.EndSignal( "OnDeath" )
	cloakedDrone.SetInvulnerable()

	CloakedDroneWarpOut( cloakedDrone, cloakedDrone.GetOrigin() )
	cloakedDrone.Destroy()
}

/************************************************************************************************\

 ######  ##        #######     ###    ##    ## #### ##    ##  ######
##    ## ##       ##     ##   ## ##   ##   ##   ##  ###   ## ##    ##
##       ##       ##     ##  ##   ##  ##  ##    ##  ####  ## ##
##       ##       ##     ## ##     ## #####     ##  ## ## ## ##   ####
##       ##       ##     ## ######### ##  ##    ##  ##  #### ##    ##
##    ## ##       ##     ## ##     ## ##   ##   ##  ##   ### ##    ##
 ######  ########  #######  ##     ## ##    ## #### ##    ##  ######

\************************************************************************************************/
//HACK - this should probably move into code
function CloakedDroneCloakThink( cloakedDrone )
{
	expect entity( cloakedDrone )

	cloakedDrone.EndSignal( "OnDestroy" )
	cloakedDrone.EndSignal( "OnDeath" )
	cloakedDrone.EndSignal( "DroneCrashing" )
	cloakedDrone.EndSignal( "DroneCleanup" )

	wait 2	// wait a few seconds since it would start cloaking before picking an npc to follow
			// some npcs might not be picked since they where already cloaked by accident.

	CloakerThink( cloakedDrone, 400.0, [ "any" ], < 0, 0, -350 >, CloakDroneShouldCloakGuy, 1.5 )
}

function CloakDroneShouldCloakGuy( cloakedDrone, guy )
{
	expect entity( guy )
	if ( !( guy.IsTitan() || IsSpectre( guy ) || IsGrunt( guy ) || IsSuperSpectre( guy ) ) )
		return false

	if ( guy.GetTargetName() == "empTitan" )
		return false

	if ( IsSniperSpectre( guy ) )
		return false

	if ( IsValid( GetRodeoPilot( guy ) ) )
		return false

	if ( cloakedDrone.s.isHidden )
		return false

	if ( StatusEffect_Get( guy, eStatusEffect.sonar_detected ) )
		return false

	// if ( !cloakedDrone.CanSee( guy ) )
	// 	return false

	return true
}

/************************************************************************************************\

########     ###    ######## ##     ## #### ##    ##  ######
##     ##   ## ##      ##    ##     ##  ##  ###   ## ##    ##
##     ##  ##   ##     ##    ##     ##  ##  ####  ## ##
########  ##     ##    ##    #########  ##  ## ## ## ##   ####
##        #########    ##    ##     ##  ##  ##  #### ##    ##
##        ##     ##    ##    ##     ##  ##  ##   ### ##    ##
##        ##     ##    ##    ##     ## #### ##    ##  ######

\************************************************************************************************/
//HACK -> this should probably move into code
const VALIDPATHFRAC = 0.99

void function CloakedDronePathThink( entity cloakedDrone )
{
	cloakedDrone.EndSignal( "OnDestroy" )
	cloakedDrone.EndSignal( "OnDeath" )
	cloakedDrone.EndSignal( "DroneCrashing" )
	cloakedDrone.EndSignal( "DroneCleanup" )

	entity goalNPC = null
	entity previousNPC = null
	vector spawnOrigin = cloakedDrone.GetOrigin()
	vector lastOrigin = cloakedDrone.GetOrigin()
	float stuckDistSqr = 64.0*64.0
	float targetLostTime = Time()
	array<entity> claimedGuys = []

	while( 1 )
	{
		while( goalNPC == null )
		{
			wait 1.0
			array<entity> testArray = GetNPCArrayEx( "any", cloakedDrone.GetTeam(), TEAM_ANY, < 0, 0, 0 >, -1 )

			// remove guys already being followed by an cloakedDrone
			// or in other ways not suitable
			array<entity> NPCs = []
			foreach ( guy in testArray )
			{
				if ( !IsAlive( guy ) )
					continue

				//Only cloak titans, spectres, grunts,
				if ( !( guy.IsTitan() || IsSpectre( guy ) || IsGrunt( guy ) || IsSuperSpectre( guy ) ) )
					continue

				//Don't cloak arc titans
				if ( guy.GetTargetName() == "empTitan" )
					continue

				if ( IsSniperSpectre( guy ) )
					continue

				if ( IsFragDrone( guy ) )
					continue

				if ( guy == previousNPC )
					continue

				if ( guy.ContextAction_IsBusy() )
					continue

				if ( guy.GetParent() != null )
					continue

				if ( IsCloaked( guy ) )
					continue

				if ( IsSquadCenterClose( guy ) == false )
					continue

				if ( "cloakedDrone" in guy.s && IsAlive( expect entity( guy.s.cloakedDrone ) ) )
					continue

				if ( CloakedDroneIsSquadClaimed( expect string( guy.kv.squadname ) ) )
					continue

				if ( IsValid( GetRodeoPilot( guy ) ) )
					continue

				if ( StatusEffect_Get( guy, eStatusEffect.sonar_detected ) )
					continue

				NPCs.append( guy )
			}

			if ( NPCs.len() == 0 )
			{
				previousNPC = null

				if ( Time() - targetLostTime > 10 )
				{
					// couldn't find anything to cloak for 10 seconds so we'll warp out until we find something
					if ( cloakedDrone.s.isHidden == false )
						CloakedDroneWarpOut( cloakedDrone, spawnOrigin )
				}
				continue
			}

			goalNPC = FindBestCloakTarget( NPCs, cloakedDrone.GetOrigin(), cloakedDrone )
			Assert( goalNPC )
		}

		CloakedDroneClaimSquad( cloakedDrone, expect string( goalNPC.kv.squadname ) )

		waitthread CloakedDronePathFollowNPC( cloakedDrone, goalNPC )

		CloakedDroneReleaseSquad( cloakedDrone )

		previousNPC = goalNPC
		goalNPC = null
		targetLostTime = Time()

		float distSqr = DistanceSqr( lastOrigin, cloakedDrone.GetOrigin() )
		if ( distSqr < stuckDistSqr )
			CloakedDroneWarpOut( cloakedDrone, spawnOrigin )

		lastOrigin = cloakedDrone.GetOrigin()
	}
}

void function CloakedDroneClaimSquad( entity  cloakedDrone, string squadname )
{
	if ( GetNPCSquadSize( squadname ) )
		file.cloakedDroneClaimedSquadList[ cloakedDrone ] <- squadname
}

void function CloakedDroneReleaseSquad( entity cloakedDrone )
{
	if ( cloakedDrone in file.cloakedDroneClaimedSquadList )
		delete file.cloakedDroneClaimedSquadList[ cloakedDrone ]
}

bool function CloakedDroneIsSquadClaimed( string squadname )
{
	table<entity,string> cloneTable = clone file.cloakedDroneClaimedSquadList
	foreach ( entity cloakedDrone, squad in cloneTable )
	{
		if ( !IsAlive( cloakedDrone ) )
			delete file.cloakedDroneClaimedSquadList[ cloakedDrone ]
		else if ( squad == squadname )
			return true
	}
	return false
}

void function CloakedDronePathFollowNPC( entity cloakedDrone, entity goalNPC )
{
	cloakedDrone.EndSignal( "OnDestroy" )
	cloakedDrone.EndSignal( "OnDeath" )
	cloakedDrone.EndSignal( "DroneCrashing" )
	goalNPC.EndSignal( "OnDeath" )
	goalNPC.EndSignal( "OnDestroy" )

	if ( !( "cloakedDrone" in goalNPC.s ) )
		goalNPC.s.cloakedDrone <- null
	goalNPC.s.cloakedDrone = cloakedDrone

	OnThreadEnd(
		function() : ( goalNPC )
		{
			if ( IsAlive( goalNPC ) )
				goalNPC.s.cloakedDrone = null
		}
	)

	int droneTeam = cloakedDrone.GetTeam()

	//vector maxs = < 64, 64, 53.5 >//bigger than model to compensate for large effect
	//vector mins = < -64, -64, -64 >

	vector maxs = < 32, 32, 32 >//bigger than model to compensate for large effect
	vector mins = < -32, -32, -32 >

	int mask = cloakedDrone.GetPhysicsSolidMask()

	float defaultHeight 					= 300
	array<float> traceHeightsLow			= [ -75.0, -150.0, -250.0 ]
	array<float> traceHeightsHigh			= [ 150.0, 300.0, 800.0, 1500.0 ]

	float waitTime 	= 0.25

	CloakDronePath path
	path.goalValid = false
	path.lastHeight = defaultHeight

	//If drone is following titan wait for titan to leave bubble shield.
	if ( goalNPC.IsTitan() )
		WaitTillHotDropComplete( goalNPC )

	while( goalNPC.GetTeam() == droneTeam )
	{
		if ( IsValid( GetRodeoPilot( goalNPC ) ) )
			return

		//If our target npc gets revealed by a sonar pulse, ditch that chump.
		if ( StatusEffect_Get( goalNPC, eStatusEffect.sonar_detected ) )
			return

		float minDist = CLOAK_DRONE_REACHED_HARVESTER_DIST * CLOAK_DRONE_REACHED_HARVESTER_DIST
		float distToGenerator = DistanceSqr( goalNPC.GetOrigin(), cloakedDrone.s.towerOrigin )
		//if we've gotten our npc to the generator, go find someone farther out to escort.
		if ( distToGenerator <= minDist )
			return

		//DebugDrawCircleOnEnt( goalNPC, 20, 255, 0, 0, 0.1 )

		float startTime = Time()
		path.goalValid 	= false

		CloakedDroneFindPathDefault( path, defaultHeight, mins, maxs, cloakedDrone, goalNPC, mask )

		//find a new path if necessary
		if ( !path.goalValid )
		{
			//lets check some heights and see if any are valid
			CloakedDroneFindPathHorizontal( path, traceHeightsLow, defaultHeight, mins, maxs, cloakedDrone, goalNPC, mask )

			if ( !path.goalValid )
			{
				//OK so no way to directly go to those heights - lets see if we can move vertically down,
				CloakedDroneFindPathVertical( path, traceHeightsLow, defaultHeight, mins, maxs, cloakedDrone, goalNPC, mask )

				if ( !path.goalValid )
				{
					//still no good...lets check up
					CloakedDroneFindPathHorizontal( path, traceHeightsHigh, defaultHeight, mins, maxs, cloakedDrone, goalNPC, mask )

					if ( !path.goalValid )
					{
						//no direct shots up - lets try moving vertically up first
						CloakedDroneFindPathVertical( path, traceHeightsHigh, defaultHeight, mins, maxs, cloakedDrone, goalNPC, mask )
					}
				}
			}
		}

		// if we can't find a valid path find a new goal
		if ( !path.goalValid )
		{
			waitthread CloakedDroneWarpOut( cloakedDrone, GetCloakTargetOrigin( goalNPC ) + < 0, 0, defaultHeight > )
			CloakedDroneWarpIn( cloakedDrone, GetCloakTargetOrigin( goalNPC ) + < 0, 0, defaultHeight > )
			continue
		}

		if ( cloakedDrone.s.isHidden == true )
			CloakedDroneWarpIn( cloakedDrone, cloakedDrone.GetOrigin() )

		thread AssaultOrigin( cloakedDrone, path.goal )

		float endTime = Time()
		float elapsedTime = endTime - startTime
		if ( elapsedTime < waitTime )
			wait waitTime - elapsedTime
	}
}

bool function CloakedDroneFindPathDefault( CloakDronePath path, float defaultHeight, vector mins, vector maxs, entity cloakedDrone, entity  goalNPC, int mask )
{
	vector offset 	= < 0, 0, defaultHeight >
	path.start 		= ( cloakedDrone.GetOrigin() ) + < 0, 0, 32 > //Offset so path start is just above drone instead at bottom of drone.
	path.goal 		= GetCloakTargetOrigin( goalNPC ) + offset

	//find out if we can get there using the default height
	TraceResults result = TraceHull( path.start, path.goal, mins, maxs, [ cloakedDrone, goalNPC ] , mask, TRACE_COLLISION_GROUP_NONE )
	//DebugDrawLine( path.start, path.goal, 50, 0, 0, true, 1.0 )
	if ( result.fraction >= VALIDPATHFRAC )
	{
		path.lastHeight = defaultHeight
		path.goalValid 	= true
	}

	return path.goalValid
}

bool function CloakedDroneFindPathHorizontal( CloakDronePath path, array<float> traceHeights, float defaultHeight, vector mins, vector maxs, entity cloakedDrone, entity  goalNPC, int mask )
{
	wait 0.1

	vector offset
	float testHeight

	//slight optimization... recheck if the last time was also not the default height
	if ( path.lastHeight != defaultHeight )
	{
		offset 			= < 0, 0, defaultHeight + path.lastHeight >
		path.start 		= ( cloakedDrone.GetOrigin() )
		path.goal 		= GetCloakTargetOrigin( goalNPC ) + offset

		TraceResults result = TraceHull( path.start, path.goal, mins, maxs, [ cloakedDrone, goalNPC ], mask, TRACE_COLLISION_GROUP_NONE )
		//DebugDrawLine( path.start, path.goal, 0, 255, 0, true, 1.0 )
		if ( result.fraction >= VALIDPATHFRAC )
		{
			path.goalValid = true
			return path.goalValid
		}
	}

	for ( int i = 0; i < traceHeights.len(); i++ )
	{
		testHeight = traceHeights[ i ]
		if ( path.lastHeight == testHeight )
			continue

//		wait 0.1

		offset 			= < 0, 0, defaultHeight + testHeight >
		path.start 		= ( cloakedDrone.GetOrigin() ) + ( testHeight > 0 ? < 0, 0, 0 > : < 0, 0, 32 > ) //Check from the top or bottom of the drone depending on if the drone is going up or down
		path.goal 		= GetCloakTargetOrigin( goalNPC ) + offset

		TraceResults result = TraceHull( path.start, path.goal, mins, maxs, [ cloakedDrone, goalNPC ], mask, TRACE_COLLISION_GROUP_NONE )
		if ( result.fraction < VALIDPATHFRAC )
		{
			//DebugDrawLine( path.start, path.goal, 200, 0, 0, true, 3.0 )
			continue
		}

		//DebugDrawLine( path.start, path.goal, 0, 255, 0, true, 3.0 )

		path.lastHeight = testHeight
		path.goalValid = true
		break
	}

	return path.goalValid
}

bool function CloakedDroneFindPathVertical( CloakDronePath path, array<float> traceHeights, float defaultHeight, vector mins, vector maxs, entity cloakedDrone, entity  goalNPC, int mask )
{
	vector offset
	vector origin
	float testHeight

	for ( int i = 0; i < traceHeights.len(); i++ )
	{
		wait 0.1

		testHeight 		= traceHeights[ i ]
		origin 			= cloakedDrone.GetOrigin()
		offset 			= < 0, 0, defaultHeight + testHeight >
		path.start 		= < origin.x, origin.y, defaultHeight + testHeight >
		path.goal 		= GetCloakTargetOrigin( goalNPC ) + offset

		TraceResults result = TraceHull( path.start, path.goal, mins, maxs, [ cloakedDrone, goalNPC ], mask, TRACE_COLLISION_GROUP_NONE )
		//DebugDrawLine( path.start, path.goal, 50, 50, 100, true, 1.0 )
		if ( result.fraction < VALIDPATHFRAC )
			continue

		//ok so it's valid - lets see if we can move to it from where we are
//		wait 0.1

		path.goal 	= < path.start.x, path.start.y, path.start.z >
		path.start 	= cloakedDrone.GetOrigin()

		result = TraceHull( path.start, path.goal, mins, maxs, [ cloakedDrone, goalNPC ], mask, TRACE_COLLISION_GROUP_NONE )
		//DebugDrawLine( path.start, path.goal, 255, 255, 0, true, 1.0 )
		if ( result.fraction < VALIDPATHFRAC )
			continue

		path.lastHeight = testHeight
		path.goalValid = true
		break
	}

	return path.goalValid
}

void function CloakedDroneWarpOut( entity cloakedDrone, vector origin )
{
	if ( cloakedDrone.s.isHidden == false )
	{
		// only do this if we are not already hidden
		FadeOutSoundOnEntity( cloakedDrone, CLOAKED_DRONE_LOOPING_SFX, 0.5 )
		FadeOutSoundOnEntity( cloakedDrone, CLOAKED_DRONE_HOVER_LOOP_SFX, 0.5 )
		EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_WARP_OUT_SFX )

		cloakedDrone.s.fx.Fire( "StopPlayEndCap" )
		cloakedDrone.SetTitle( "" )
		cloakedDrone.s.isHidden = true
		cloakedDrone.NotSolid()
		cloakedDrone.Minimap_Hide( TEAM_IMC, null )
		cloakedDrone.Minimap_Hide( TEAM_MILITIA, null )
		cloakedDrone.SetNoTarget( true )
		// let the beam fx end

		if ( "smokeEffect" in cloakedDrone.s )
		{
			cloakedDrone.s.smokeEffect.Kill_Deprecated_UseDestroyInstead()
			delete cloakedDrone.s.smokeEffect
		}
		UntrackAllToneMarks( cloakedDrone )

		wait 0.3	// wait a bit before hidding the done so that the fx looks better
		cloakedDrone.Hide()
	}

	wait 2.0

	cloakedDrone.DisableBehavior( "Follow" )
	thread AssaultOrigin( cloakedDrone, origin )
	cloakedDrone.SetOrigin( origin )
}

void function CloakedDroneWarpIn( entity cloakedDrone, vector origin )
{
	cloakedDrone.DisableBehavior( "Follow" )
	cloakedDrone.SetOrigin( origin )
	PutEntityInSafeSpot( cloakedDrone, cloakedDrone, null, cloakedDrone.GetOrigin() + <0, 0, 32>, cloakedDrone.GetOrigin() )
	thread AssaultOrigin( cloakedDrone, origin )

	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_HOVER_LOOP_SFX )
	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_LOOPING_SFX )
	EmitSoundOnEntity( cloakedDrone, CLOAKED_DRONE_WARP_IN_SFX )

	cloakedDrone.Show()
	cloakedDrone.s.fx.Fire( "start" )
	cloakedDrone.SetTitle( "#NPC_CLOAK_DRONE" )
	cloakedDrone.s.isHidden = false
	cloakedDrone.Solid()
	cloakedDrone.Minimap_AlwaysShow( TEAM_IMC, null )
	cloakedDrone.Minimap_AlwaysShow( TEAM_MILITIA, null )
	cloakedDrone.SetNoTarget( false )
}


entity function CreateDroneCloakBeam( entity cloakedDrone )
{
	entity fx = PlayLoopFXOnEntity( FX_DRONE_CLOAK_BEAM, cloakedDrone, "", null, < 90, 0, 0 > )//, visibilityFlagOverride = null, visibilityFlagEntOverride = null )
	return fx
}

entity function FindBestCloakTarget( array<entity> npcArray, vector origin, entity drone )
{
	entity  selectedNPC = null
	float maxDist = 10000 * 10000
	float minDist = 1300 * 1300
	float highestScore = -1

	foreach ( npc in npcArray )
	{
		float score = 0
		float distToGenerator = DistanceSqr( npc.GetOrigin(), drone.s.towerOrigin )
		if ( distToGenerator > minDist )
		{
			// only give dist bonus if we aren't to close to the generator.
			local dist = DistanceSqr( npc.GetOrigin(), origin )
			score = GraphCapped( dist, maxDist, minDist, 0, 1 )
		}

		if ( npc.IsTitan() )
		{
			score += 0.75
			if ( IsArcTitan( npc ) )
				score -= 0.1
		 	if ( IsMortarTitan( npc ) )
				score -= 0.2
//			if ( IsNukeTitan( npc ) )
//				score += 0.1
		}
		if ( score > highestScore )
		{
			highestScore = score
			selectedNPC = npc
		}
	}

	return selectedNPC
}

vector function GetCloakTargetOrigin( entity npc )
{
	// returns the center of squad if the npc is in one
	// else returns a good spot to cloak a titan

	vector origin

	if ( GetNPCSquadSize( npc.kv.squadname ) == 0 )
	{
		origin = npc.GetOrigin() + npc.GetNPCVelocity()
	}
	else
		origin = npc.GetSquadCentroid()

	Assert( origin.x < ( 16384 * 100 ) );

	// defensive hack
	if ( origin.x > ( 16384 * 100 ) )
		origin = npc.GetOrigin()

	return origin
}

function IsSquadCenterClose( npc, dist = 256 )
{
	// return true if there is no squad
	if ( GetNPCSquadSize( npc.kv.squadname ) == 0 )
		return true

	// return true if the squad isn't too spread out.
	if ( DistanceSqr( npc.GetSquadCentroid(), npc.GetOrigin() ) <= ( dist * dist ) )
		return true

	return false
}