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CalcTargetMovementOffset: better integer calculation for max tiles penalty.
SOLDIERTYPE::initialize: initialize additional data. EVENT_FireSoldierWeapon: if shooting soldier is invisible, locate screen to target spot. CancelAIAction: reset next AI action. FindBestPath: improved gas avoiding code. InGas: improved code, also check the spot itself. LegalNPCDestination: disabled additional checks to prevent AI deadlock. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8695 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9098,7 +9098,9 @@ void CalcTargetMovementOffset( SOLDIERTYPE *pShooter, SOLDIERTYPE *pTarget, OBJE
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// Again, if the shooter is skilled, this will occur after fewer tiles have been moved.
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// If the target moves *more* tiles than this, the movement penalty will begin to diminish. That's our shooter
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// beginning to compensate for the target's speed, pointing the gun ahead of the target ("Leading the target").
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INT16 uiTilesForMaxPenalty = (INT16)((100-uiCombinedSkill) / (100 / gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY));
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// sevenfm: better integer calculation
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//INT16 uiTilesForMaxPenalty = (INT16)((100-uiCombinedSkill) / (100 / gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY));
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INT16 uiTilesForMaxPenalty = (INT16)((100 - uiCombinedSkill) * gGameCTHConstants.MOVEMENT_TRACKING_DIFFICULTY / 100);
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UINT8 stance = gAnimControl[ pShooter->usAnimState ].ubEndHeight;
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