- 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
View File
@@ -108,6 +108,7 @@ typedef enum
AI_ACTION_DOCTOR, // added by Flugente: AI-ONLY! bandage/surgery on fellow AI. DO NOT USE THIS FOR MERCS!!!
AI_ACTION_DOCTOR_SELF, // added by Flugente: AI-ONLY! bandage/surgery on self. DO NOT USE THIS FOR MERCS!!!
AI_ACTION_SELFDETONATE, // added by Flugente: blow up an explosive in own inventory
AI_ACTION_STOP_MEDIC, // sevenfm: stop giving aid animation
} ActionType;
@@ -301,6 +302,7 @@ BOOLEAN AnyCoverFromSpot( INT32 sSpot, INT8 bLevel, INT32 sThreatLoc, INT8 bThre
UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
BOOLEAN NorthSpot(INT32 sSpot, INT8 bLevel);
BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier);
#define MAX_FLANKS_RED 25
#define MAX_FLANKS_YELLOW 25