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Improved code to check if militia options are available.
Start radio animation when giving orders to militia. FindClosestClimbPointAvailableToAI: don't check roaming range when searching climb spot for AI. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8939 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+125
-798
File diff suppressed because it is too large
Load Diff
@@ -25991,3 +25991,25 @@ UINT16 SOLDIERTYPE::RetreatCounterValue(void)
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{
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return usSkillCounter[SOLDIER_COUNTER_RETREAT];
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}
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void SOLDIERTYPE::StartRadioAnimation(void)
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{
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if (this->ubBodyType != REGMALE && this->ubBodyType != BIGMALE ||
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Water(this->sGridNo, this->pathing.bLevel) ||
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this->bVisible != TRUE)
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{
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return;
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}
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switch (gAnimControl[this->usAnimState].ubEndHeight)
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{
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case ANIM_STAND:
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this->EVENT_InitNewSoldierAnim(AI_RADIO, 0, FALSE);
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break;
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case ANIM_CROUCH:
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this->EVENT_InitNewSoldierAnim(AI_CR_RADIO, 0, FALSE);
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break;
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case ANIM_PRONE:
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break;
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}
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}
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@@ -1876,6 +1876,8 @@ public:
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void RetreatCounterStop(void);
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UINT16 RetreatCounterValue(void);
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void StartRadioAnimation(void);
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// Flugente: prisoner system
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BOOLEAN CanProcessPrisoners();
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UINT32 GetSurrenderStrength();
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@@ -2697,7 +2697,7 @@ void CheckForChangingOrders(SOLDIERTYPE *pSoldier)
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// crank up ONGUARD to CLOSEPATROL, and CLOSEPATROL to FARPATROL
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pSoldier->aiData.bOrders++; // increase roaming range by 1 category
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}
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else if ( pSoldier->bTeam == MILITIA_TEAM && pSoldier->aiData.bOrders != SNIPER )
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else if ( pSoldier->bTeam == MILITIA_TEAM && pSoldier->aiData.bOrders != STATIONARY )
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{
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// go on alert!
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pSoldier->aiData.bOrders = SEEKENEMY;
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+11
-2
@@ -1818,7 +1818,16 @@ INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
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INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGridNo, INT32 sDesiredGridNo, BOOLEAN fClimbUp )
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{
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INT32 sGridNo;
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// sevenfm: safety check
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if (!pSoldier)
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{
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return NOWHERE;
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}
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// sevenfm: don't check roaming range
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return FindClosestClimbPoint(pSoldier, sStartGridNo, sDesiredGridNo, fClimbUp);
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/*INT32 sGridNo;
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INT32 sRoamingOrigin;
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INT16 sRoamingRange;
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@@ -1845,7 +1854,7 @@ INT32 FindClosestClimbPointAvailableToAI( SOLDIERTYPE * pSoldier, INT32 sStartGr
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else
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{
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return( sGridNo );
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}
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}*/
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}
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BOOLEAN ClimbingNecessary( SOLDIERTYPE * pSoldier, INT32 sDestGridNo, INT8 bDestLevel )
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