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-removed lighted spots from valid locations to move to for flanking, finding cover and running away
-moved the running out of lighted areas code to after the main Red AI - this will prevent enemies from running into and back out of lighted areas; however, it might also mean that they end up running straight through the light sometimes -enabled AI to fire at opponents seen by other AIs on Expert & Insane git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2423,7 +2423,7 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot"));
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// then look around for a worthy target (which sets bestThrow.ubPossible)
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CalcBestShot( pSoldier, pBestShot,!suppressionFire);
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CalcBestShot( pSoldier, pBestShot,TRUE);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot done"));
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}
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}
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