Merge branch 'master' into ExtraMercs

This commit is contained in:
Asdow
2023-07-26 13:17:49 +03:00
754 changed files with 9435 additions and 74371 deletions
-26
View File
@@ -1,8 +1,3 @@
#ifdef PRECOMPILEDHEADERS
#include "AI All.h"
#include "sound control.h"
#include "Debug Control.h"
#else
#include "sgp.h"
#include "ai.h"
#include "Isometric Utils.h"
@@ -54,7 +49,6 @@
#include "Soldier Functions.h" // added by SANDRO
#include "Text.h" // sevenfm
#include "english.h" // sevenfm: for ESC key
#endif
#include "connect.h"
// needed to use the modularized tactical AI:
@@ -1436,7 +1430,6 @@ void ActionDone(SOLDIERTYPE *pSoldier)
UINT8 SkipCoverCheck = FALSE;
THREATTYPE Threat[MAXMERCS];
UINT32 guiThreatCnt = 0;
// threat percentage is based on the certainty of opponent knowledge:
// opplist value: -4 -3 -2 -1 SEEN 1 2 3 4 5
@@ -1927,25 +1920,6 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
UINT16 usHandItem = pSoldier->inv[HANDPOS].usItem;
INT8 bSlot;
#if 0//dnl ch64 260813 decision to use machinegun or cannon is done in DecideAction, this here will just lead into burst with cannon if decision was use machinegun
if (TANK(pSoldier))
{
// No cannon selected to fire
if (!Item[pSoldier->inv[HANDPOS].usItem].cannon)
{
// 50 % chance, that the tank fires with the explosive cannon
UINT32 fireWithCannon = GetRndNum(2);
if (fireWithCannon)
{
UINT32 tankCannonIndex = GetTankCannonIndex();
if (tankCannonIndex > 0)
{
usHandItem = tankCannonIndex;
}
}
}
}
#endif
UINT16 usSoldierIndex; // added by SANDRO
#ifdef TESTAICONTROL