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Morale changes for AI soldiers:
- GetMoraleModifier: use bMorale for both player and AI. - CalcSuppressionTolerance: use morale as a base for tolerance for AI soldiers. - HandleSuppressionFire: morale loss for AI soldiers. - EVENT_BeginMercTurn: increase morale for AI soldiers. - TacticalCreateSoldier: Set morale = 60 + 2 * bExpLevel + Random(20) when creating AI soldier. NEW_SUPPRESSION_CODE: UseGun, UseGunNCTH: reduce shock when firing gun. AI_NEW_MORALE: limit AI morale depending on morale and shock level. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9181 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3925,10 +3925,13 @@ INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier)
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}
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// limit AI morale when soldier is under heavy fire
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if (pSoldier->ShockLevelPercent() > 75)
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/*if (pSoldier->ShockLevelPercent() > 75)
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bMoraleCategory = min(bMoraleCategory, MORALE_NORMAL);
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else if (pSoldier->ShockLevelPercent() > 50)
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bMoraleCategory = min(bMoraleCategory, MORALE_CONFIDENT);
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bMoraleCategory = min(bMoraleCategory, MORALE_CONFIDENT);*/
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// limit AI morale depending on morale and shock level
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bMoraleCategory = min(bMoraleCategory, max(MORALE_WORRIED, ((pSoldier->aiData.bOrders == SEEKENEMY ? pSoldier->aiData.bMorale + 20 : pSoldier->aiData.bMorale) * 100 / (100 + pSoldier->ShockLevelPercent())) / 20));
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// prevent hopeless morale when not under attack
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if (bMoraleCategory == MORALE_HOPELESS && !pSoldier->aiData.bUnderFire)
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