- 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
This commit is contained in:
Sevenfm
2020-01-25 19:02:53 +00:00
parent 17fee15f2b
commit 1455409057
10 changed files with 189 additions and 126 deletions
+2 -2
View File
@@ -5441,7 +5441,7 @@ BOOLEAN TestForBloodcatAmbush( GROUP *pGroup )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->stats.bLife > OKLIFE )
if ( MercPtrs[ i ]->sSectorX == pGroup->ubSectorX && MercPtrs[ i ]->sSectorY == pGroup->ubSectorY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->stats.bLife >= OKLIFE )
{
if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ) && MercPtrs[ i ]->ubProfile != NO_PROFILE )
{
@@ -5939,7 +5939,7 @@ BOOLEAN ScoutIsPresentInSquad( INT16 ubSectorNumX, INT16 ubSectorNumY )
{
if( MercPtrs[ i ]->bActive && MercPtrs[ i ]->stats.bLife && !(MercPtrs[ i ]->flags.uiStatusFlags & SOLDIER_VEHICLE) )
{
if ( MercPtrs[ i ]->sSectorX == ubSectorNumX && MercPtrs[ i ]->sSectorY == ubSectorNumY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->stats.bLife > OKLIFE )
if ( MercPtrs[ i ]->sSectorX == ubSectorNumX && MercPtrs[ i ]->sSectorY == ubSectorNumY && MercPtrs[ i ]->bAssignment != ASSIGNMENT_POW && MercPtrs[ i ]->stats.bLife >= OKLIFE )
{
if( HAS_SKILL_TRAIT( MercPtrs[ i ], SCOUTING_NT ))
{