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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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@@ -2027,7 +2027,11 @@ void PlayWeaponSound(SOLDIERTYPE *pSoldier, OBJECTTYPE *pObjHand, OBJECTTYPE *pO
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bTerrainType = FLAT_FLOOR;
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if (pSector)
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ubSectorType = pSector->ubTraversability[THROUGH_STRATEGIC_MOVE];
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if (InARoom(pSoldier->sGridNo, NULL) && pSoldier->pathing.bLevel == 0 && bTerrainType == FLAT_FLOOR && CheckRoof(pSoldier->sGridNo))
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if (InARoom(pSoldier->sGridNo, NULL) &&
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pSoldier->pathing.bLevel == 0 &&
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bTerrainType == FLAT_FLOOR &&
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CheckRoof(pSoldier->sGridNo) &&
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pSoldier->bDoBurst <= 1)
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fRoom = TRUE;
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if (pSoldier->ubAttackingHand == HANDPOS)
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fMainHand = TRUE;
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