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Tweak AI screen messages
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@@ -21366,7 +21366,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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if (!TileIsOutOfBounds(sRetreatSpot))
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("found retreat spot %d", sRetreatSpot));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black retreat, target grid %d", pSoldier->ubID.i, sRetreatSpot);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK retreat, target grid %d", pSoldier->ubID.i, sRetreatSpot);
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//BeginMultiPurposeLocator(sRetreatSpot, pSoldier->pathing.bLevel, FALSE);
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@@ -21426,11 +21426,10 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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if (pSoldier->aiData.usActionData != NOWHERE)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("cover advance spot ok"));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black advance to cover, target grid %d", pSoldier->ubID.i, sAdvanceSpot);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK advance to cover, target grid %d", pSoldier->ubID.i, sAdvanceSpot);
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pSoldier->aiData.usActionData = sAdvanceSpot;
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//ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"[%d] found cover advance spot %d", pSoldier->ubID, sAdvanceSpot);
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BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE);
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BeginMultiPurposeLocator(sAdvanceSpot, pSoldier->pathing.bLevel, FALSE); // For AI debugging
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return AI_ACTION_GET_CLOSER;
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}
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@@ -21500,7 +21499,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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if (BestThrow.ubPossible)
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("prepare throw at spot %d level %d aimtime %d", BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black advance to cover, throw smoke at target grid %d level %d aimtime %d", pSoldier->ubID.i, BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK advance to cover, throw smoke at target grid %d level %d aimtime %d", pSoldier->ubID.i, BestThrow.sTarget, BestThrow.bTargetLevel, BestThrow.ubAimTime);
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// if necessary, swap the usItem from holster into the hand position
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if (BestThrow.bWeaponIn != HANDPOS)
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@@ -21569,7 +21568,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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{
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, "DecideActionBlack: can't hit so screw the attack");
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DebugAI(AI_MSG_INFO, pSoldier, String("can't hit, screw the attack"));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d status black can't hit with chance %d, forget attack and allow cover check", pSoldier->ubID.i, BestAttack.ubChanceToReallyHit);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d BLACK can't hit with chance %d, forget attack and allow cover check", pSoldier->ubID.i, BestAttack.ubChanceToReallyHit);
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// screw the attack!
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ubBestAttackAction = AI_ACTION_NONE;
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}
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@@ -21596,7 +21595,7 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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if ( sBestCover != NOWHERE )
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("Found cover spot %d percent better %d movement mode %d", sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER)));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d Found cover spot %d percent better %d movement mode %d", pSoldier->ubID.i, sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"AI %d Found cover spot %d percent better %d movement mode %d", pSoldier->ubID.i, sBestCover, iCoverPercentBetter, DetermineMovementMode(pSoldier, AI_ACTION_TAKE_COVER));
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}
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}
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