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AI:
- improved civilian cower/run away code - CancelAIAction: reset bNextAction and next action data - clear next action data before making decisions - militia always try to spare grenades unless under attack or using flares git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8905 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1462,6 +1462,12 @@ void CancelAIAction(SOLDIERTYPE *pSoldier, UINT8 ubForce)
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pSoldier->aiData.bBypassToGreen = FALSE;
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ActionDone(pSoldier);
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// sevenfm: reset next action
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pSoldier->aiData.bNextAction = AI_ACTION_NONE;
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pSoldier->aiData.usNextActionData = 0;
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pSoldier->aiData.bNextTargetLevel = 0;
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pSoldier->iNextActionSpecialData = 0;
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}
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@@ -1653,6 +1659,12 @@ void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier)
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}
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else
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{
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// sevenfm: clear next action data before making decisions
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pSoldier->aiData.bNextAction = AI_ACTION_NONE;
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pSoldier->aiData.usNextActionData = 0;
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pSoldier->aiData.bNextTargetLevel = 0;
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pSoldier->iNextActionSpecialData = 0;
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if (!(gTacticalStatus.uiFlags & ENGAGED_IN_CONV))
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{
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if(!pSoldier->ai_masterplan_) // if the Soldier has no plan, create one
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