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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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@@ -1250,6 +1250,11 @@ 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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}
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