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- New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.
Requires GameDir >= r1987. - If an enemy is spawned with a radio set, he is more likely to become a radio operator. - It is now possible to mount a gun on prone allies if you are facing them on the right angle. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2170,7 +2170,12 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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if ( pOpponent->UsesScubaGear() )
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return;
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// Flugente: update our sight concerning this guy, otherwise we could get way with open attacks because this does not get updated
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pSoldier->RecognizeAsCombatant(pOpponent->ubID);
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if ( pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
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{
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// Flugente: note that this enemy has been seen by mercs this turn
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if ( pOpponent->bTeam == ENEMY_TEAM && pSoldier->bTeam == OUR_TEAM )
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pOpponent->bSoldierFlagMask |= SOLDIER_ENEMY_OBSERVEDTHISTURN;
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}
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// if we're seeing a guy we didn't see on our last chance to look for him
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if (pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_CURRENTLY)
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@@ -2506,7 +2511,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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BOOLEAN fAddAsOpponent = FALSE;
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if ( !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide) && pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
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{
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// ... check wether he is not neutral against us (account for the fact that we might be covert!)
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// ... check wether he is not neutral against us (account for the fact that we might be covert!)
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// if we are an NPC assassin
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if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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{
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