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wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -206,7 +206,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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continue; // next opponent
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#ifdef DEBUGATTACKS
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DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->name,ExtMen[pOpponent->ubID].name,pOpponent->sGridNo ) );
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DebugAI( String( "%s sees %s at gridno %d\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName(),pOpponent->sGridNo ) );
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#endif
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// calculate minimum action points required to shoot at this opponent
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@@ -384,7 +384,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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// ExtMen[pOpponent->ubID].haveStats = TRUE;
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//NumMessage("chance to Hit = ",ubChanceToHit);
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//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].name,ubAimTime,ubChanceToHit);
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//sprintf(tempstr,"Vs. %s, at AimTime %d, ubChanceToHit = %d",ExtMen[pOpponent->ubID].GetName(),ubAimTime,ubChanceToHit);
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//PopMessage(tempstr);
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iHitRate = (pSoldier->bActionPoints * ubChanceToHit) / (ubRawAPCost + ubAimTime);
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@@ -1537,7 +1537,7 @@ void CalcTentacleAttack(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab )
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}
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#ifdef DEBUGATTACKS
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DebugAI( String( "%s can see %s\n",pSoldier->name,ExtMen[pOpponent->ubID].name ) );
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DebugAI( String( "%s can see %s\n",pSoldier->GetName(),ExtMen[pOpponent->ubID].GetName() ) );
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#endif
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// calculate minimum action points required to stab at this opponent
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@@ -2262,7 +2262,7 @@ INT8 CanNPCAttack(SOLDIERTYPE *pSoldier)
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{
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//LocateMember(pSoldier->ubID,SETLOCATOR); // locate to this NPC, don't center
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STR16 tempstr;
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sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->name,bCanAttack);
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sprintf(tempstr,"%s can't attack! (not OKToAttack, Reason code = %d)",pSoldier->GetName(),bCanAttack);
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AIPopMessage(tempstr);
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}
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#endif
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