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Play sound when dragging something (Sounds\Misc\DragBody1.ogg .. DragBodyN.ogg).
Mercs always make movement noise when dragging. Stop dragging if another merc starts dragging this merc/body. Stop dragging if dragged merc gets up from collapsed state. Stop dragging when changing stance/cowering under suppression. Fixed grenade pin sound for signal smoke. CalcBestShot: if new opponent is dying and best opponent is ok, ignore new opponent. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8759 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -712,10 +712,15 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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continue; // next opponent
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}
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}
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//dnl ch62 180813 ignore firing into dying targets
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// sevenfm: disabled because of problems with AI
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//if((pOpponent->bCollapsed || pOpponent->bBreathCollapsed) && pOpponent->stats.bLife < OKLIFE/* && !(pSoldier->aiData.bAttitude == AGGRESSIVE && Random(100) < 20)*/)
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//continue;
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// sevenfm: if new opponent is dying and best opponent is ok, ignore new opponent
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if (pBestShot->ubOpponent != NOBODY &&
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Menptr[pBestShot->ubOpponent].stats.bLife >= OKLIFE &&
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pOpponent->stats.bLife < OKLIFE)
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{
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//DebugShot(pSoldier, String("new opponent is dying, best opponent is ok - skip"));
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continue;
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}
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// OOOF! That was a lot of work! But we've got a new best target!
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pBestShot->ubPossible = TRUE;
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