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Only show "suppression fire" message if target soldier cannot be seen after turning.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8903 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3113,14 +3113,21 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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pSoldier->aiData.usActionData = BestShot.ubStance;
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pSoldier->aiData.usActionData = BestShot.ubStance;
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DebugAI(AI_MSG_INFO, pSoldier, String("Change stance before shooting"));
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DebugAI(AI_MSG_INFO, pSoldier, String("Change stance before shooting"));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SUPPRESSIONFIRE]);
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// show "suppression fire" message only if opponent cannot be seen after turning
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if (!LOS_Raised(pSoldier, MercPtrs[BestShot.ubOpponent], CALC_FROM_ALL_DIRS))
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SUPPRESSIONFIRE]);
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return(AI_ACTION_CHANGE_STANCE);
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return(AI_ACTION_CHANGE_STANCE);
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}
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}
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else
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else
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{
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{
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pSoldier->aiData.usActionData = BestShot.sTarget;
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pSoldier->aiData.usActionData = BestShot.sTarget;
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SUPPRESSIONFIRE]);
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// show "suppression fire" message only if opponent cannot be seen after turning
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if (!LOS_Raised(pSoldier, MercPtrs[BestShot.ubOpponent], CALC_FROM_ALL_DIRS))
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SUPPRESSIONFIRE]);
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return(AI_ACTION_FIRE_GUN);
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return(AI_ACTION_FIRE_GUN);
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}
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}
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}
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}
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