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-added underslung/attached GLs to AI inventory and enabled AI to use them :)
-rewrote the AI sniper code to take advantage of readying weapons. Added new SNIPER order for soldiers that's assigned when a soldier has a sniper rifle (80% chance) or a scope (40% chance). -spreadsheet update git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -316,6 +316,7 @@ void DeleteAniTiles( )
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DeleteAniTile( pNode );
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("DeleteAniTiles done") );
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}
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@@ -382,7 +383,9 @@ void DeleteAniTile( ANITILE *pAniTile )
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}
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if ( pAniNode->uiFlags & ANITILE_LIGHT && pAniNode->lightSprite >= 0 )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@1 Destroying light sprite %d", pAniNode->lightSprite) );
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LightSpriteDestroy(pAniNode->lightSprite);
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@1 Light sprite destroyed") );
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}
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if ( ( pAniNode->uiFlags & ANITILE_CACHEDTILE ) )
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@@ -453,7 +456,9 @@ void DeleteAniTile( ANITILE *pAniTile )
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}
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}
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ freeing up animation memory") );
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MemFree( pAniNode );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ DeleteAniTile: done") );
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return;
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}
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@@ -613,16 +618,13 @@ void UpdateAniTiles( )
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}
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else
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{
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if ( pNode->uiFlags & ANITILE_LIGHT && pNode->lightSprite >= 0 )
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{
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LightSpriteDestroy(pAniNode->lightSprite);
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}
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// Delete from world!
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DeleteAniTile( pNode );
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// Turn back on redunency checks!
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gTacticalStatus.uiFlags &= (~NOHIDE_REDUNDENCY);
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UpdateAniTiles: tile deleted, flags updated - done") );
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return;
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}
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@@ -714,6 +716,7 @@ void UpdateAniTiles( )
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{
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// Delete from world!
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DeleteAniTile( pNode );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("UpdateAniTiles: tile deleted - done") );
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return;
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}
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@@ -1846,7 +1846,7 @@ DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("physics.cpp line 1750"));
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{
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dDegrees = GLAUNCHER_START_ANGLE;
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}
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fGLauncher = TRUE;
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fGLauncher = TRUE;
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sMinRange = MIN_MORTAR_RANGE/2;
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if ( (gGameSettings.fOptions[TOPTION_GL_HIGH_ANGLE] && pSoldier->bTeam == OUR_TEAM) || ( pSoldier->bTeam == ENEMY_TEAM && gGameOptions.ubDifficultyLevel >= DIF_LEVEL_HARD ) )
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