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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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+4
-3
@@ -62,6 +62,7 @@ extern UINT16 gubAnimSurfaceIndex[ TOTALBODYTYPES ][ NUMANIMATIONSTATES ];
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// sevenfm:
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extern BOOLEAN InGas( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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extern BOOLEAN InGasSpot(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel);
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//extern UINT8 gubDiagCost[20];
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// skiplist has extra level of pointers every 4 elements, so a level 5is optimized for
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@@ -3144,9 +3145,9 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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}
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// sevenfm: skip gas if not in gas already
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if( !(s->flags.uiStatusFlags & SOLDIER_PC) &&
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InGas(s, newLoc) &&
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!InGas(s, s->sGridNo) )
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if (!(s->flags.uiStatusFlags & SOLDIER_PC) &&
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InGasSpot(s, newLoc, ubLevel) &&
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!InGasSpot(s, s->sGridNo, ubLevel))
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{
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goto NEXTDIR;
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}
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