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AI_ACTION_STOP_MEDIC: also check START_AID, START_AID_PRN animations to prevent AI endless clock when first aid has just started and AI decides to move somewhere.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8923 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2632,7 +2632,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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if (pSoldier->stats.bLife >= OKLIFE &&
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pSoldier->bBreath > 0 &&
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!pSoldier->bCollapsed &&
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(pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN))
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pSoldier->IsGivingAid())
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{
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if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
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pSoldier->ChangeSoldierState(END_AID_PRN, 0, 0);
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@@ -2522,7 +2522,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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pSoldier->stats.bLife >= OKLIFE &&
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!pSoldier->bCollapsed &&
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!pSoldier->bBreathCollapsed &&
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(pSoldier->usAnimState == COWERING || pSoldier->usAnimState == COWERING_PRONE))
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pSoldier->IsCowering())
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{
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return AI_ACTION_STOP_COWERING;
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}
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@@ -2533,7 +2533,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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pSoldier->stats.bLife >= OKLIFE &&
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!pSoldier->bCollapsed &&
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!pSoldier->bBreathCollapsed &&
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(pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN))
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pSoldier->IsGivingAid())
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{
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return AI_ACTION_STOP_MEDIC;
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}
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@@ -4934,7 +4934,7 @@ INT16 ubMinAPCost;
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pSoldier->stats.bLife >= OKLIFE &&
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!pSoldier->bCollapsed &&
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!pSoldier->bBreathCollapsed &&
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(pSoldier->usAnimState == COWERING || pSoldier->usAnimState == COWERING_PRONE))
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pSoldier->IsCowering())
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{
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return AI_ACTION_STOP_COWERING;
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}
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@@ -4945,7 +4945,7 @@ INT16 ubMinAPCost;
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pSoldier->stats.bLife >= OKLIFE &&
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!pSoldier->bCollapsed &&
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!pSoldier->bBreathCollapsed &&
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(pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN))
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pSoldier->IsGivingAid())
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{
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return AI_ACTION_STOP_MEDIC;
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}
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@@ -10143,11 +10143,11 @@ void LogDecideInfo(SOLDIERTYPE *pSoldier)
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DebugAI(AI_MSG_INFO, pSoldier, String("Health %d/%d Breath %d/%d Shock %d Tolerance %d AI Morale %d Morale %d", pSoldier->stats.bLife, pSoldier->stats.bLifeMax, pSoldier->bBreath, pSoldier->bBreathMax, pSoldier->aiData.bShock, CalcSuppressionTolerance(pSoldier), pSoldier->aiData.bAIMorale, pSoldier->aiData.bMorale));
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DebugAI(AI_MSG_INFO, pSoldier, String("Spot %d level %d opponents %d", pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->aiData.bOppCnt));
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DebugAI(AI_MSG_INFO, pSoldier, String("ubServiceCount %d ubServicePartner %d fDoingSurgery %d", pSoldier->ubServiceCount, pSoldier->ubServicePartner, pSoldier->fDoingSurgery));
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if (pSoldier->usAnimState == COWERING || pSoldier->usAnimState == COWERING_PRONE)
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if (pSoldier->IsCowering())
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("Cowering"));
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}
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if (pSoldier->usAnimState == GIVING_AID || pSoldier->usAnimState == GIVING_AID_PRN)
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if (pSoldier->IsGivingAid())
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("Giving aid"));
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}
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