-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
This commit is contained in:
MaddMugsy
2006-06-19 15:50:59 +00:00
parent 1383b4ad23
commit 43eac493ae
3 changed files with 34 additions and 35 deletions
+1 -1
View File
@@ -2423,7 +2423,7 @@ void CheckIfShotPossible(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN s
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot"));
// then look around for a worthy target (which sets bestThrow.ubPossible)
CalcBestShot( pSoldier, pBestShot,!suppressionFire);
CalcBestShot( pSoldier, pBestShot,TRUE);
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("CheckIfShotPossible: CalcBestShot done"));
}
}