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100AP project integration
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -661,7 +661,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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////////////////////////////////////////////////////////////////////////////
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if ( CAN_CALL( pSoldier ) )
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{
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if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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{
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if (pSoldier->stats.bLife < pSoldier->bOldLife)
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{
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@@ -710,7 +710,7 @@ INT8 CreatureDecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// (we never want NPCs to choose to radio if they would have to wait a turn)
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if ( CAN_CALL( pSoldier ) && (!gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) )
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{
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if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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{
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// if there hasn't been a general sighting call sent yet
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@@ -908,8 +908,8 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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{
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// monster AI - hostile mammals in sense range
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INT16 sClosestOpponent,sBestCover = NOWHERE;
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INT16 sClosestDisturbance;
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UINT8 ubMinAPCost,ubCanMove/*,bInWater*/,bInGas;
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INT16 sClosestDisturbance,ubMinAPCost;
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UINT8 ubCanMove/*,bInWater*/,bInGas;
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INT8 bDirection;
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UINT8 ubBestAttackAction;
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INT8 bCanAttack;
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@@ -937,7 +937,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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if ( CAN_CALL( pSoldier ) )
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{
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if ((pSoldier->bActionPoints >= AP_RADIO) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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if ((pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1))
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{
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if (pSoldier->stats.bLife < pSoldier->bOldLife)
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{
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@@ -1339,6 +1339,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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//////////////////////////////////////////////////////////////////////////
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pSoldier->aiData.usActionData = BestAttack.sTarget;
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//POSSIBLE STRUCTURE PROBLEM WITH INT8/INT16. GOTTHARD 7/14/08
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pSoldier->aiData.bAimTime = BestAttack.ubAimTime;
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if ( ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit > 50 )
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