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Remove magic numbers
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@@ -21391,11 +21391,11 @@ INT8 DecideActionBlackSoldier(SOLDIERTYPE* pSoldier)
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(ubBestAttackAction == AI_ACTION_NONE || ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit < 5 * RangeChangeDesire(pSoldier)) &&
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(ubBestAttackAction == AI_ACTION_NONE || ubBestAttackAction == AI_ACTION_FIRE_GUN && BestAttack.ubChanceToReallyHit < 5 * RangeChangeDesire(pSoldier)) &&
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AIGunRange(pSoldier) < DAY_VISION_RANGE &&
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AIGunRange(pSoldier) < DAY_VISION_RANGE &&
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pSoldier->aiData.bAIMorale >= MORALE_NORMAL &&
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pSoldier->aiData.bAIMorale >= MORALE_NORMAL &&
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(!fAnyCover || !fProneSightCover || AIGunRange(pSoldier)*10 < distanceToOpponent) &&
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(!fAnyCover || !fProneSightCover || AIGunRange(pSoldier)*CELL_X_SIZE < distanceToOpponent) &&
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distanceToOpponent < 10*MAX_VISION_RANGE &&
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distanceToOpponent < 10*MAX_VISION_RANGE &&
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//DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER) != CRAWLING &&
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//DetermineMovementMode(pSoldier, AI_ACTION_GET_CLOSER) != CRAWLING &&
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pSoldier->aiData.bShock < RangeChangeDesire(pSoldier) * 2 &&
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pSoldier->aiData.bShock < RangeChangeDesire(pSoldier) * 2 &&
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(AIGunRange(pSoldier)*10 < distanceToOpponent ||
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(AIGunRange(pSoldier)*CELL_X_SIZE < distanceToOpponent ||
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pSoldier->aiData.bLastAttackHit && pSoldier->sLastTarget != NOWHERE ||
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pSoldier->aiData.bLastAttackHit && pSoldier->sLastTarget != NOWHERE ||
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pSoldier->aiData.bAIMorale == MORALE_FEARLESS ||
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pSoldier->aiData.bAIMorale == MORALE_FEARLESS ||
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ubBestAttackAction == AI_ACTION_NONE ||
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ubBestAttackAction == AI_ACTION_NONE ||
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