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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-11
@@ -22,7 +22,7 @@ void MakeClosestEnemyChosenOne()
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UINT8 ubClosestEnemy = NOBODY;
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SOLDIERTYPE * pSoldier;
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INT8 bPanicTrigger;
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INT16 sPanicTriggerGridNo;
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INT32 sPanicTriggerGridNo;
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if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) )
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{
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@@ -101,8 +101,8 @@ void MakeClosestEnemyChosenOne()
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continue; // next soldier
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}
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sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
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if (sPanicTriggerGridNo == NOWHERE)
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sPanicTriggerGridNo = gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ];
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if (TileIsOutOfBounds(sPanicTriggerGridNo))
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{
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// this should never happen!
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continue;
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@@ -186,7 +186,7 @@ void PossiblyMakeThisEnemyChosenOne( SOLDIERTYPE * pSoldier )
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INT32 iAPCost, iPathCost;
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//INT8 bOldKeys;
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INT8 bPanicTrigger;
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INT16 sPanicTriggerGridNo;
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INT32 sPanicTriggerGridNo;
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UINT32 uiPercentEnemiesKilled;
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if ( ! (gTacticalStatus.fPanicFlags & PANIC_TRIGGERS_HERE) )
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@@ -252,7 +252,7 @@ INT8 PanicAI(SOLDIERTYPE *pSoldier, UINT8 ubCanMove)
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INT8 bSlot;
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INT32 iPathCost;
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INT8 bPanicTrigger;
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INT16 sPanicTriggerGridNo;
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INT32 sPanicTriggerGridNo;
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#ifdef DEBUGDECISIONS
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STR16 tempstr;
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#endif
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@@ -431,8 +431,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier )
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uiPercentEnemiesKilled = (UINT32)( 100 * (UINT32)(gTacticalStatus.ubArmyGuysKilled) / (UINT32)( gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector + gTacticalStatus.ubArmyGuysKilled ) );
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for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
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{
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if ( gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE )
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{
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if (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ]))
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{
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if ( gTacticalStatus.ubPanicTolerance[ bLoop ] > uiPercentEnemiesKilled )
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@@ -450,8 +450,8 @@ INT8 ClosestPanicTrigger( SOLDIERTYPE * pSoldier )
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break;
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}
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// screen out the second/later panic trigger if the first one hasn't been triggered
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if ( bLoop > 0 && gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ] != NOWHERE )
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// screen out the second/later panic trigger if the first one hasn't been triggered
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if ( bLoop > 0 && !TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop - 1 ]) )
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{
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break;
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}
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@@ -500,8 +500,8 @@ BOOLEAN NeedToRadioAboutPanicTrigger( void )
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for ( bLoop = 0; bLoop < NUM_PANIC_TRIGGERS; bLoop++ )
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{
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// if the bomb exists and its tolerance has been exceeded
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if ( (gTacticalStatus.sPanicTriggerGridNo[ bLoop ] != NOWHERE) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) )
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// if the bomb exists and its tolerance has been exceeded
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if ( (!TileIsOutOfBounds(gTacticalStatus.sPanicTriggerGridNo[ bLoop ])) && ( uiPercentEnemiesKilled >= gTacticalStatus.ubPanicTolerance[ bLoop ] ) )
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{
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return( TRUE );
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}
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