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Import changes from the local SVN working copy
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+9
-11
@@ -850,13 +850,13 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"calcbestthrow");
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// September 9, 1998: added code for LAWs (CJC)
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UINT8 ubLoop, ubLoop2;
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UINT16 ubLoop, ubLoop2;
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INT32 iAttackValue;
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INT32 iHitRate, iThreatValue, iTotalThreatValue,iOppThreatValue[MAXMERCS];
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INT32 sGridNo, sEndGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS];
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INT8 bFriendLevel[MAXMERCS], bOpponentLevel[MAXMERCS];
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INT32 iEstDamage;
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UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
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UINT16 ubFriendCnt = 0,ubOpponentCnt = 0, ubOpponentID[MAXMERCS];
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UINT8 ubMaxPossibleAimTime;
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INT16 sRawAPCost, sMinAPcost;
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UINT8 ubChanceToHit, ubChanceToGetThrough, ubChanceToReallyHit, ubFriendlyFireChance;
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@@ -3484,9 +3484,9 @@ UINT8 UnderFire::Chance(INT8 bTeam, INT8 bSide, BOOLEAN fCheckNeutral)
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// if an enemy soldier fulfils taboo, make sure to not hit him at all!
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BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, UINT8 uCheckFriends, UINT8 aMinRating, SOLDIER_CONDITION cond, SOLDIER_CONDITION taboo)
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{
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UINT8 ubLoop, ubLoop2;
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UINT16 ubLoop, ubLoop2;
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INT32 sGridNo, sFriendTile[MAXMERCS], sOpponentTile[MAXMERCS], sTabooTile[MAXMERCS];
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UINT8 ubFriendCnt = 0,ubOpponentCnt = 0, ubTabooCnt = 0, ubOpponentID[MAXMERCS];
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UINT16 ubFriendCnt = 0,ubOpponentCnt = 0, ubTabooCnt = 0, ubOpponentID[MAXMERCS];
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INT32 bMaxLeft,bMaxRight,bMaxUp,bMaxDown, i, j;
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INT8 bPersOL, bPublOL;
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SOLDIERTYPE *pFriend;
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@@ -3676,7 +3676,7 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
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// Get the ID of the farthest opponent we can see, with an optional minimum range
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// puID - ID of the farthest opponent pSoldier can see
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// sRange - only return an true and give an idea if opponent found is further away than this
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT8* puID, INT16 sRange)
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange)
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{
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INT32 sGridNo;
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UINT32 uiLoop;
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@@ -3800,9 +3800,7 @@ void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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INT8 bTargetLevel = bLevel;
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INT32 sClosestThreat;
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UINT8 ubClosestThreatID;
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ubClosestThreatID = pSoldier->ubPreviousAttackerID;
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UINT16 ubClosestThreatID = pSoldier->ubPreviousAttackerID;
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// try to find good spot for smoke
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if (ubClosestThreatID != NOBODY &&
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@@ -3901,7 +3899,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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SOLDIERTYPE * pFriend;
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INT32 sClosestFriendSpot = NOWHERE;
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INT8 bClosestFriendLevel = 0;
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UINT8 ubClosestFriendID = NOBODY;
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UINT16 ubClosestFriendID = NOBODY;
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INT32 sFriendSpot;
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INT8 bFriendLevel;
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@@ -3914,7 +3912,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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UINT8 ubDirection;
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// Run through each friendly.
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for (UINT8 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
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for (UINT16 iCounter = gTacticalStatus.Team[pSoldier->bTeam].bFirstID; iCounter <= gTacticalStatus.Team[pSoldier->bTeam].bLastID; iCounter++)
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{
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pFriend = MercPtrs[iCounter];
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@@ -4012,7 +4010,7 @@ void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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// check if we can toss grenade at spot, and prepare attack data
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// grenade should be in hand
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubOpponentID)
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT16 ubOpponentID)
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{
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UINT16 usInHand, usGrenade;
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INT32 iTossRange;
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