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Merge branch 'master' into ExtraMercs
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+1
-18
@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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//#include "ai.h"
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#include "Isometric Utils.h"
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@@ -49,7 +46,6 @@
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#include "Interface.h"
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#include "Explosion Control.h"//dnl ch40 200909
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#include "Vehicles.h"
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#endif
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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@@ -1387,19 +1383,6 @@ INT16 DistanceVisible(SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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// let tanks see and be seen further (at night)
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if ( (ARMED_VEHICLE( pSoldier ) && sDistVisible > 0) || (pSubject && ARMED_VEHICLE( pSubject )) )
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{
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#if 0
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if ( ARMED_VEHICLE(pSoldier) && sDistVisible > 0 && pSubject)
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{
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sDistVisible = __max( sDistVisible + 5, pSubject->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) );
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}
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else
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{
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sDistVisible = __max( sDistVisible + 5, pSoldier->GetMaxDistanceVisible() );
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}
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#endif
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// 0verhaul: This bit of code 1) seems to have no real reason to exist (MaxDistVisible just calls this function anyway),
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// and 2) causes infinite recursion because MaxDistVisible just calls this function, which comes right back here. Just
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// add 5 to sDistVisible and go on.
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sDistVisible = sDistVisible + 5;
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}
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@@ -6005,7 +5988,7 @@ void ProcessNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrT
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continue; // skip
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}
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if ( bTeam == gbPlayerNum && (pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) )
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if ( bTeam == gbPlayerNum && (pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
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{
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// POWs should not be processed for noise
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continue;
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