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Various AI improvements.
FindThrowableGrenade: allows to specify type and damage of searched grenade. New counter SOLDIER_COUNTER_RETREAT allows to set number of turns which soldier will try to retreat and take cover. FindBestNearbyCover: use PrepareThreatlist as unified function to make list of all known opponents. Militia Control: - start retreating mode for 2 turns when ordering retreat - replace AI_ACTION_RUN_AWAY with AI_ACTION_TAKE_COVER order so that militia do not retreat from sector New AI behavior: - soldier can use smoke grenade to cover himself when under fire - soldier can use use smoke grenade on his friend to cover him - if soldier used smoke, he starts retreat mode for 2 turns - added retreat code to Red, Black AI - improved Main Red AI for civilians (they only run away) Improved suppression code: - less chance of suppression when opponent has high shock level - prefer using suppression fire when soldier is in cover git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8879 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4734,7 +4734,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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UINT8 ubCounterattackChance = EffectiveDexterity(pTargetSoldier, FALSE) * (100 + pTargetSoldier->bBreath) / 200;
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// halve chance for counterattack if boxer was hit recently
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if (pTargetSoldier->usSoldierFlagMask2 & SOLDIER_TAKEN_LARGE_HIT)
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if (pTargetSoldier->TakenLargeHit())
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ubCounterattackChance /= 2;
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// sevenfm: possibly counterattack when boxing
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