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AI:
- before deciding anything, stop cowering animation - before deciding anything, stop giving aid animation - before deciding to raise weapon, check if weapon can be raised - simplified scope check - removed duplicate code in Red AI Added missing actions to gzActionStr[]. Fixed OKLIFE checks. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8740 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9282,7 +9282,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
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{
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continue; // NEXT!!!
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}
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if (pMedic->stats.bLife > OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0
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if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0
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&& pMedic->ubID != pSoldier->ubID && HAS_SKILL_TRAIT( pMedic, DOCTOR_NT ))
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{
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bRegenerationBonus += NUM_SKILL_TRAITS( pMedic, DOCTOR_NT );
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@@ -13531,7 +13531,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (bSlot == NO_SLOT)
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continue;// no medical kit!
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if (pMedic->stats.bLife > OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
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if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
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{
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if (pBestMedic != NULL)
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{
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@@ -13813,7 +13813,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (bSlot == NO_SLOT)
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continue;// no medical kit!
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if (pMedic->stats.bLife > OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
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if (pMedic->stats.bLife >= OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && ( NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery ))
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{
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if (pBestMedic != NULL)
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{
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