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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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@@ -2097,12 +2097,13 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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}
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// possibly start YELLOW flanking
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if ( ( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
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if( gGameExternalOptions.fAIYellowFlanking &&
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( pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO ) &&
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pSoldier->bTeam == ENEMY_TEAM &&
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( CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime() ) &&
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( pSoldier->aiData.bOrders == SEEKENEMY ||
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pSoldier->aiData.bOrders == FARPATROL ||
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ) )
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ))
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{
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INT8 action = AI_ACTION_SEEK_NOISE;
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INT16 dist = PythSpacesAway ( pSoldier->sGridNo, sNoiseGridNo );
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@@ -9555,12 +9556,13 @@ INT8 ArmedVehicleDecideActionYellow( SOLDIERTYPE *pSoldier )
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#endif
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// possibly start YELLOW flanking
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if ( (pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO) &&
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pSoldier->bTeam == ENEMY_TEAM &&
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(CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime( )) &&
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(pSoldier->aiData.bOrders == SEEKENEMY ||
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pSoldier->aiData.bOrders == FARPATROL ||
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) )
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if( gGameExternalOptions.fAIYellowFlanking &&
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(pSoldier->aiData.bAttitude == CUNNINGAID || pSoldier->aiData.bAttitude == CUNNINGSOLO) &&
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pSoldier->bTeam == ENEMY_TEAM &&
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(CountFriendsInDirection( pSoldier, sNoiseGridNo ) > 0 || NightTime( )) &&
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(pSoldier->aiData.bOrders == SEEKENEMY ||
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pSoldier->aiData.bOrders == FARPATROL ||
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) )
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{
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INT8 action = AI_ACTION_SEEK_NOISE;
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INT16 dist = PythSpacesAway( pSoldier->sGridNo, sNoiseGridNo );
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