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AI and tactics improvements (by Sevenfm):
New options: AI_YELLOW_FLANKING - yellow flanking is disabled by default IMPROVED_TACTICAL_UI - use name color to show soldier's status (disguised, drunk) Removed obsolete options: SHOW_COVER_INDICATOR SHOW_ENEMY_RANK_ICON SHOW_ENEMY_AWARENESS Fixes and improvements: - collapsed enemies should not taunt - if soldier is unconscious, he can't see anything or anybody - ClosestReachableDisturbance - performance improvement - allow InternalGoAsFarAsPossibleTowards to jump over fences git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1222,6 +1222,12 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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return( 0 );
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}
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// sevenfm: if soldier is unconscious, he can't see anything
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if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
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{
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return( 0 );
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}
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// anv: some places in vehicle don't give passenger any view outside
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INT8 bSeatIndex = GetSeatIndexFromSoldier( pSoldier );
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if( bSeatIndex != (-1) )
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@@ -2190,6 +2196,11 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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if ( pOpponent->bTeam == ENEMY_TEAM && pSoldier->bTeam == OUR_TEAM )
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pOpponent->usSoldierFlagMask |= SOLDIER_ENEMY_OBSERVEDTHISTURN;
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}
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// sevenfm: if soldier is unconscious, he can't see anybody
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if ( pSoldier->bCollapsed && pSoldier->bBreath == 0 )
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{
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return;
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}
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// if we're seeing a guy we didn't see on our last chance to look for him
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if (pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_CURRENTLY)
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