diff --git a/TacticalAI/AIInternals.h b/TacticalAI/AIInternals.h index 1e72dedc..56881bad 100644 --- a/TacticalAI/AIInternals.h +++ b/TacticalAI/AIInternals.h @@ -190,7 +190,6 @@ typedef enum INT16 AdvanceToFiringRange( SOLDIERTYPE * pSoldier, INT16 sClosestOpponent ); -BOOLEAN AimingGun(SOLDIERTYPE *pSoldier); void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot); void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAttack); void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow); @@ -223,7 +222,6 @@ INT8 ArmedVehicleDecideAction( SOLDIERTYPE* pSoldier ); // a variant of ClosestSeenOpponent(...), that allows to find enemies on a roof INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLevel); -INT8 CrowDecideAction( SOLDIERTYPE * pSoldier ); void DecideAlertStatus( SOLDIERTYPE *pSoldier ); INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier ); UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction ); diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index fe20bd12..b64067a8 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -408,10 +408,6 @@ BOOLEAN InitAI( void ) return( TRUE ); } -BOOLEAN AimingGun(SOLDIERTYPE *pSoldier) -{ - return(FALSE); -} void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named inappropriately { diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 9e5ea852..3967c281 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -7086,7 +7086,7 @@ L_NEWAIM: { // we might want to turn before lying down! if ( (!gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints - GetAPsToChangeStance( pSoldier, (INT8) pSoldier->aiData.usActionData )) && - (((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun(pSoldier)) ) + ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) ) { // if we have a closest seen opponent if (!TileIsOutOfBounds(sClosestOpponent)) @@ -7140,7 +7140,7 @@ L_NEWAIM: // hopeless guys shouldn't waste their time this way, UNLESS they CAN move // but chose not to to get this far (which probably means they're cornered) // ALSO, don't bother turning if we're already aiming a gun - if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun(pSoldier)) + if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) ) { // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all) @@ -10297,7 +10297,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier ) // hopeless guys shouldn't waste their time this way, UNLESS they CAN move // but chose not to to get this far (which probably means they're cornered) // ALSO, don't bother turning if we're already aiming a gun - if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) && !AimingGun( pSoldier ) ) + if ( !gfHiddenInterrupt && ((pSoldier->aiData.bAIMorale > MORALE_HOPELESS) || ubCanMove) ) { // determine the location of the known closest opponent // (don't care if he's conscious, don't care if he's reachable at all)