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Increment watched location when soldier hears enemy and can possibly see noise location.
Suppression: - when calculating suppression effectiveness for shotgun, modify damage for pellets. - set attacker spot as watched location - alert enemy soldier if he is under fire Red AI: - no Main Red AI for civilians - set watched location to closest position where enemy can appear - snipers and soldiers with scoped guns should decide watch more often Improved Red AI watch code: - crouch if not crouched - raise weapon if not raised - turn to watched location - possibly go prone, if soldier has LOS to watched location git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8789 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6542,6 +6542,19 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
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// remember that the soldier has been heard and his new location
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UpdatePersonal(pSoldier,ubNoiseMaker,HEARD_THIS_TURN,sGridNo, bLevel);
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// sevenfm: increment watched location when soldier hears enemy
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if ((ubNoiseType == NOISE_GUNFIRE || ubNoiseType == NOISE_MOVEMENT || ubNoiseType == NOISE_SCREAM || ubNoiseType == NOISE_VOICE) &&
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!TileIsOutOfBounds(sGridNo) &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_PC) &&
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!pSoldier->aiData.bNeutral &&
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MercPtrs[ubNoiseMaker] &&
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!MercPtrs[ubNoiseMaker]->aiData.bNeutral &&
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!pSoldier->IsFlanking() &&
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SoldierToVirtualSoldierLineOfSightTest(pSoldier, sGridNo, bLevel, ANIM_STAND, TRUE, CALC_FROM_ALL_DIRS))
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{
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IncrementWatchedLoc(pSoldier->ubID, sGridNo, bLevel);
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}
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// Public info is not set unless EVERYONE on the team fails to see the
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// ubnoisemaker, leaving the 'seen' flag FALSE. See ProcessNoise().
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