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- Fix out of array bug in GuySawEnemyThisTurnOrBefore function which force AI to run along the latest guy who see your mercs before you manage to hide.
- HEIGHTUNITS_PER_CELL definition must be float. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6372 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -102,7 +102,7 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
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#define CONVERT_WITHINTILE_TO_INDEX( n ) ((n) >> 1)
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#define CONVERT_INDEX_TO_WITHINTILE( n ) ((n) << 1)
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#define CONVERT_INDEX_TO_PIXELS( n ) ((n) * MAX_STRUCTURE_HEIGHT * HEIGHT_UNITS_PER_INDEX / HEIGHT_UNITS)
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#define HEIGHTUNITS_PER_CELL (HEIGHT_UNITS / CELL_X_SIZE)//dnl ch60 010913 was 2.56f which isn't correct
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#define HEIGHTUNITS_PER_CELL (1.0f * HEIGHT_UNITS / CELL_X_SIZE)//dnl ch60 010913 was 2.56f which isn't correct
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#define TREE_SIGHT_REDUCTION 6
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#define NORMAL_TREES 10
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@@ -1720,6 +1720,8 @@ BOOLEAN GuySawEnemyThisTurnOrBefore( SOLDIERTYPE * pSoldier )
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for ( ubTeamLoop = 0; ubTeamLoop < MAXTEAMS; ubTeamLoop++ )
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{
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if(!gTacticalStatus.Team[ubTeamLoop].bTeamActive)//dnl ch58 070913 skip any inactive teams
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continue;
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if ( gTacticalStatus.Team[ ubTeamLoop ].bSide != pSoldier->bSide )
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{
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// consider guys in this team, which isn't on our side
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