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-allowed AI to use extra aiming levels
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -256,13 +256,13 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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}
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}
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else
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else
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{
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{
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ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPcost);
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ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPcost);
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}
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}
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// consider the various aiming times
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// consider the various aiming times
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if ( !Weapon[pSoldier->usAttackingWeapon].NoSemiAuto )
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if ( !Weapon[pSoldier->usAttackingWeapon].NoSemiAuto )
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{
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{
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for (ubAimTime = AP_MIN_AIM_ATTACK; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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for (ubAimTime = AllowedAimingLevels(pSoldier); ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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{
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{
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//HandleMyMouseCursor(KEYBOARDALSO);
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//HandleMyMouseCursor(KEYBOARDALSO);
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@@ -1046,7 +1046,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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}
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}
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// calculate the maximum possible aiming time
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// calculate the maximum possible aiming time
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ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPcost);
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ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPcost);
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DebugMsg(TOPIC_JA2 , DBG_LEVEL_3 , String("Max Possible Aim Time = %d",ubMaxPossibleAimTime ));
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DebugMsg(TOPIC_JA2 , DBG_LEVEL_3 , String("Max Possible Aim Time = %d",ubMaxPossibleAimTime ));
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// calc next attack's minimum AP cost (excludes readying & turning)
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// calc next attack's minimum AP cost (excludes readying & turning)
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@@ -1261,7 +1261,7 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
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iBestHitRate = 0; // reset best hit rate to minimum
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iBestHitRate = 0; // reset best hit rate to minimum
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// calculate the maximum possible aiming time
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// calculate the maximum possible aiming time
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ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPCost);
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ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPCost);
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//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);
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//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);
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// consider the various aiming times
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// consider the various aiming times
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@@ -1443,7 +1443,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
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// calculate the maximum possible aiming time
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// calculate the maximum possible aiming time
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//ubMaxPossibleAimTime = min(AP_MAX_AIM_ATTACK,pSoldier->bActionPoints - ubMinAPCost);
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//ubMaxPossibleAimTime = min(AllowedAimingLevels(pSoldier),pSoldier->bActionPoints - ubMinAPCost);
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ubMaxPossibleAimTime = 0;
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ubMaxPossibleAimTime = 0;
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//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);
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//NumMessage("Max Possible Aim Time = ",ubMaxPossibleAimTime);
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