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EstimatePathCostToLocation: safety checks.
Main Red AI: fixed decision weight calculation. Player mercs should avoid moving into gas/fire when in autobandage mode or under AI control. IsLocationSittable, IsLocationSittableExcludingPeople: return FALSE if location on roof does not exist. NWSS: play room effect for first shot only. AI inventory choosing: more variety for mortar shells, improved hand/GL grenade choosing code. Red AI: improved mortar use code: use next action to fire mortar after stepping back. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8920 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1164,12 +1164,16 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
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// return here in any case
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if (itemMortar > 0 )
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{
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usItem = PickARandomLaunchable ( itemMortar );
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if ( usItem > 0 )
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// sevenfm: more variety for mortar shells
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for (int i = 0; i < bGrenades; i++)
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{
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CreateItems( usItem, (INT8) (80 + Random(21)), bGrenades, &gTempObject );
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gTempObject.fFlags |= OBJECT_UNDROPPABLE;
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PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
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usItem = PickARandomLaunchable(itemMortar);
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if (usItem > 0)
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{
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CreateItems(usItem, (INT8)(80 + Random(21)), 1, &gTempObject);
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gTempObject.fFlags |= OBJECT_UNDROPPABLE;
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PlaceObjectInSoldierCreateStruct(pp, &gTempObject);
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}
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}
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}
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@@ -1214,9 +1218,7 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
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//do this for every 1-2 grenades so that we can get more variety
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while ( bGrenades > 0 )
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{
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count = Random(3);
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if ( count > bGrenades )
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count = bGrenades;
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count = min(1 + Random(2), bGrenades);
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usItem = PickARandomLaunchable ( itemGrenadeLauncher );
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if ( usItem > 0 && count > 0 )
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@@ -1236,9 +1238,7 @@ void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrena
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//do this for every 1-2 grenades so that we can get more variety
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while ( bGrenades > 0 )
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{
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count = Random(3);
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if ( count > bGrenades )
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count = bGrenades;
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count = min(1 + Random(2), bGrenades);
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usItem = PickARandomItem ( GRENADE, pp->ubSoldierClass, bGrenadeClass, FALSE );
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if ( usItem > 0 && count > 0 )
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