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Import changes from the local SVN working copy
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+12
-12
@@ -47,7 +47,7 @@
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extern BOOLEAN gfHiddenInterrupt;
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extern BOOLEAN gfUseAlternateQueenPosition;
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
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extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
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extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
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void LogDecideInfo(SOLDIERTYPE *pSoldier);
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void LogKnowledgeInfo(SOLDIERTYPE *pSoldier);
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@@ -759,7 +759,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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{
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// WANNE: This should fix the bug if any merc are still under PC control. This could happen after boxing in SAN MONA.
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SOLDIERTYPE *pTeamSoldier;
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for (INT8 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
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for (UINT16 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
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{
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pTeamSoldier=MercPtrs[bLoop];
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@@ -938,7 +938,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM && !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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if ( ubPerson != NOBODY )
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{
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@@ -950,7 +950,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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@@ -1004,7 +1004,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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@@ -1661,7 +1661,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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if ( ubPerson != NOBODY )
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{
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@@ -1705,7 +1705,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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@@ -1759,7 +1759,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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@@ -3286,7 +3286,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
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if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
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if ( ubPerson != NOBODY )
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{
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@@ -3325,7 +3325,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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// if we are a doctor with medical gear, we might be able to help a wounded ally
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if ( pSoldier->CanMedicAI() )
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{
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UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
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// are we ourselves the patient?
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if ( ubPerson == pSoldier->ubID )
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@@ -3379,7 +3379,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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// if we are not a medic, but are wounded, seek a medic
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else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
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{
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UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
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if ( ubPerson != NOBODY )
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{
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@@ -6842,7 +6842,7 @@ L_NEWAIM:
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
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UINT8 ubOpponentID;
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UINT16 ubOpponentID;
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sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, &ubOpponentID);
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DebugAI(AI_MSG_INFO, pSoldier, String("boxer: found closest opponent [%d] at %d", ubOpponentID, sClosestOpponent));
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