@@ -123,11 +123,7 @@ ActionResult<CNEOBot> CNEOBotJgrCapture::Update( CNEOBot *me, float interval )
123123 }
124124
125125 // Look away from the juggernaut to watch for threats
126- Vector vecAwayFromJgr = me->GetAbsOrigin () - m_hObjective->GetAbsOrigin ();
127- Vector2D vecLookDir2D = vecAwayFromJgr.AsVector2D ();
128- vecLookDir2D.NormalizeInPlace ();
129- const Vector vecLookPos = me->EyePosition () + Vector ( vecLookDir2D.x , vecLookDir2D.y , 0 .0f ) * 500 .0f ;
130- me->GetBodyInterface ()->AimHeadTowards ( vecLookPos, IBody::IMPORTANT, 0 .1f , nullptr , " Facing away from Juggernaut to watch for threats" );
126+ CNEOBotJgrCapture::LookAwayFrom ( me, m_hObjective );
131127
132128 me->ReleaseUseButton ();
133129 m_useAttemptTimer.Invalidate ();
@@ -145,7 +141,9 @@ ActionResult<CNEOBot> CNEOBotJgrCapture::Update( CNEOBot *me, float interval )
145141#endif
146142 me->ReleaseUseButton ();
147143 m_useAttemptTimer.Invalidate ();
148- return SuspendFor ( new CNEOBotRetreatToCover ( JGR_CAPTURE_LOCKED_RETREAT_TIME ), " Juggernaut is locked, taking cover to wait for it to unlock" );
144+
145+ // Look away from the juggernaut while it's locked to watch for threats
146+ CNEOBotJgrCapture::LookAwayFrom ( me, m_hObjective );
149147 }
150148
151149 const Vector vecObjectiveCenter = m_hObjective->WorldSpaceCenter ();
@@ -222,3 +220,19 @@ ActionResult<CNEOBot> CNEOBotJgrCapture::Update( CNEOBot *me, float interval )
222220
223221 return Continue ();
224222}
223+
224+ // ---------------------------------------------------------------------------------------------
225+ void CNEOBotJgrCapture::LookAwayFrom ( CNEOBot *me, CBaseEntity *pTarget )
226+ {
227+ if ( !pTarget )
228+ {
229+ return ;
230+ }
231+
232+ Vector vecAwayFromTarget = me->GetAbsOrigin () - pTarget->GetAbsOrigin ();
233+ Vector2D vecLookDir2D = vecAwayFromTarget.AsVector2D ();
234+ vecLookDir2D.NormalizeInPlace ();
235+
236+ const Vector vecLookPos = me->EyePosition () + Vector ( vecLookDir2D.x , vecLookDir2D.y , 0 .0f ) * 500 .0f ;
237+ me->GetBodyInterface ()->AimHeadTowards ( vecLookPos, IBody::IMPORTANT, 0 .1f , nullptr , " Facing away from target to watch for threats" );
238+ }
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