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Import changes from the local SVN working copy
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@@ -402,7 +402,7 @@ BOOLEAN InitAI( void )
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// remove all individual files
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CHAR8 buf[1024];
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for (UINT8 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++)
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for (UINT16 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++)
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{
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sprintf(buf, "Logs\\AI_Decisions [%d].txt", cnt);
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remove(buf);
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@@ -883,7 +883,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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{
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UINT8 ubID;
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UINT16 ubID;
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if (gfTurnBasedAI)
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{
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@@ -1174,12 +1174,12 @@ INT32 FindAdjacentSpotBeside(SOLDIERTYPE *pSoldier, INT32 sGridNo)
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return(sCheapestDest);
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}
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UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
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UINT16 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
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{
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UINT32 uiLoop;
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INT32 iThreatVal,iMinThreat = 30000;
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SOLDIERTYPE *pTargetSoldier;
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UINT8 ubTargetSoldier = NOBODY;
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UINT16 ubTargetSoldier = NOBODY;
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// Loop through all mercs
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@@ -1263,7 +1263,7 @@ void FreeUpNPCFromPendingAction( SOLDIERTYPE *pSoldier )
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}
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}
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void FreeUpNPCFromAttacking(UINT8 ubID)
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void FreeUpNPCFromAttacking(UINT16 ubID)
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{
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SOLDIERTYPE *pSoldier;
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@@ -2659,7 +2659,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_USE_SKILL:
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{
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UINT8 ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
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UINT16 ubID = WhoIsThere2( pSoldier->aiData.usActionData, 0 );
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BOOLEAN result = pSoldier->UseSkill(pSoldier->usAISkillUse, pSoldier->aiData.usActionData, ubID);
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