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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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+12
-4
@@ -5343,12 +5343,17 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
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{
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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if( WhoIsThere2( iMapIndex, 0 ) != NOBODY )
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return FALSE;
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//Locations on roofs without a roof is not possible, so
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//we convert the onroof intention to ground.
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if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
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fOnRoof = FALSE;
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// sevenfm: return FALSE if location on roof does not exist
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if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
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return FALSE;
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//fOnRoof = FALSE;
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// Check structure database
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if( gpWorldLevelData[ iMapIndex ].pStructureHead )
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{
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@@ -5373,8 +5378,11 @@ BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof )
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//Locations on roofs without a roof is not possible, so
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//we convert the onroof intention to ground.
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if( fOnRoof && !FlatRoofAboveGridNo( iMapIndex ) )
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fOnRoof = FALSE;
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// sevenfm: return FALSE if location on roof does not exist
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if (fOnRoof && !FlatRoofAboveGridNo(iMapIndex))
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return FALSE;
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//fOnRoof = FALSE;
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// Check structure database
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if( gpWorldLevelData[ iMapIndex ].pStructureHead )
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{
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