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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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@@ -66,10 +66,10 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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// AND the gridno hasn't been black-listed for us
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// Nov 28 98: skip people in destination tile if in turnbased
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// sevenfm: also check for bomb nearby
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// sevenfm: disabled additional checks to prevent AI deadlock
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if ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) &&
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!InGas( pSoldier, sGridNo ) &&
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!FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE/8 ) &&
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//!InGas( pSoldier, sGridNo ) &&
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//!FindBombNearby(pSoldier, sGridNo, DAY_VISION_RANGE/8 ) &&
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sGridNo != pSoldier->sGridNo &&
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sGridNo != pSoldier->pathing.sBlackList )
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{
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@@ -78,7 +78,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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return(FALSE);
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//Madd: added to prevent people from running into gas and fire
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if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
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/*if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
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!DoesSoldierWearGasMask( pSoldier ) )
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{
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return( FALSE );
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@@ -87,7 +87,7 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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if ( gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & MAPELEMENT_EXT_BURNABLEGAS )
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{
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return( FALSE );
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}
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}*/
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// passed all checks, now try to make sure we can get there!
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switch (ubPathMode)
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