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- small change to ch58 for change facing, so now will first try to turn to last target if exist then to closest enemy.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6404 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5182,7 +5182,7 @@ INT16 ubMinAPCost;
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if ( (INT32) PreRandom( 100 ) < iChance)
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{
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BestAttack.ubAPCost += ubBurstAPs + sActualAimTime;//dnl??? ch58 130913
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BestAttack.ubAPCost += ubBurstAPs + sActualAimTime;//dnl ch58 130913
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// check for spread burst possibilities
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if (pSoldier->aiData.bAttitude != ATTACKSLAYONLY)
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{
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@@ -5690,8 +5690,10 @@ L_NEWAIM:
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#endif
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"AI %d taking cover, morale %d, from %d to %d", pSoldier->ubID, pSoldier->aiData.bAIMorale, pSoldier->sGridNo, sBestCover );
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pSoldier->aiData.usActionData = sBestCover;
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if(!TileIsOutOfBounds(sClosestOpponent))//dnl ch58 160813 After taking cover change facing toward closest enemy, currently such turn not charge APs and seems because AI is still in moving animation from take cover action
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if(!TileIsOutOfBounds(sClosestOpponent))//dnl ch58 150913 After taking cover change facing toward recent target or closest enemy, currently such turn not charge APs and seems because AI is still in moving animation from take cover action
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{
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if(!TileIsOutOfBounds(pSoldier->sLastTarget))
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sClosestOpponent = pSoldier->sLastTarget;
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pSoldier->aiData.bNextAction = AI_ACTION_CHANGE_FACING;
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pSoldier->aiData.usNextActionData = atan8(CenterX(sBestCover),CenterY(sBestCover),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
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}
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@@ -5845,6 +5847,8 @@ L_NEWAIM:
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// if we have a closest reachable opponent
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if (!TileIsOutOfBounds(sClosestOpponent))
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{
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if(!TileIsOutOfBounds(pSoldier->sLastTarget))//dnl ch58 150913
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sClosestOpponent = pSoldier->sLastTarget;
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bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
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// if we're not facing towards him
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