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Comment out temp. fixes to flush out AI deadlocks
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@@ -677,10 +677,10 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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// Poor hack to prevent AI deadlocking in case they change stance before firing and player gets an interrupt.
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// Poor hack to prevent AI deadlocking in case they change stance before firing and player gets an interrupt.
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// Without this, if player doesn't move any mercs, the AI soldier won't fire and will wait until the deadlock is broken
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// Without this, if player doesn't move any mercs, the AI soldier won't fire and will wait until the deadlock is broken
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// By canceling the AI action, the AI can reconsider actions and oddly enough, usually decides to fire but this time successfully.
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// By canceling the AI action, the AI can reconsider actions and oddly enough, usually decides to fire but this time successfully.
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if (pSoldier->aiData.bAction == AI_ACTION_FIRE_GUN && pSoldier->aiData.bLastAction == AI_ACTION_NONE)
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//if (pSoldier->aiData.bAction == AI_ACTION_FIRE_GUN && pSoldier->aiData.bLastAction == AI_ACTION_NONE)
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{
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//{
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CancelAIAction(pSoldier, FALSE);
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// CancelAIAction(pSoldier, FALSE);
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}
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//}
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pSoldier->aiData.bNewSituation = WAS_NEW_SITUATION;
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pSoldier->aiData.bNewSituation = WAS_NEW_SITUATION;
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}
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}
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}
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}
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@@ -1817,7 +1817,7 @@ void RefreshAI(SOLDIERTYPE *pSoldier)
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if ((pSoldier->aiData.bAlertStatus == STATUS_BLACK) || (pSoldier->aiData.bAlertStatus == STATUS_RED))
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if ((pSoldier->aiData.bAlertStatus == STATUS_BLACK) || (pSoldier->aiData.bAlertStatus == STATUS_RED))
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{
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{
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// always freshly rethink things at start of his turn
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// always freshly rethink things at start of his turn
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CancelAIAction(pSoldier, FALSE);
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//CancelAIAction(pSoldier, FALSE);
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pSoldier->aiData.bNewSituation = IS_NEW_SITUATION;
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pSoldier->aiData.bNewSituation = IS_NEW_SITUATION;
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}
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}
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else
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else
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