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New option AI_TACTICAL_RETREAT (false by default) controls tactical enemy retreat from battle.
Moved options AI_YELLOW_FLANKING, AI_EXTRA_SUPPRESSION, AI_NEW_MORALE and AI_BETTER_COVER to [Tactical AI Settings] AI_NEW_MORALE: - zombies always have high morale - always low morale when soldier is blinded - neutrals always have low morale even if they have guns, so they don't run into the heat of battle - prevent hopeless morale when not under attack UpdateAniTiles: also check EXPLOSV_CREATUREGAS (from merc05's fixes) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8721 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -314,4 +314,7 @@ UINT8 CountSeenEnemiesLastTurn( SOLDIERTYPE *pSoldier );
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#define MIN_FLANK_DIST_RED (DAY_VISION_RANGE/2)
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#define MAX_FLANK_DIST_RED (VISION_RANGE + 20)
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// sevenfm: distance for tactical AI checks, roughly equal to normal day vision range
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#define TACTICAL_RANGE (gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO * 2)
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#endif
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