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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Simplified ImprovedAutoFastForward feature (allows to accelerate only invisible enemies) (by sevenfm)
Now single option IMPROVED_AUTO_FAST_FORWARD=TRUE by default Removed options: AUTO_FAST_FORWARD_ENEMIES AUTO_FAST_FORWARD_MILITIA AUTO_FAST_FORWARD_CIVS AUTO_FAST_FORWARD_CREATURES ENEMY_CLOCK_SPEED_PERCENT Also a small fix (additional update of AutoFastForward status when soldier arrives at new gridno) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7828 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-5
@@ -2218,14 +2218,10 @@ void LoadGameExternalOptions()
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gGameExternalOptions.iFastForwardKey = ParseKeyString(sFFKeyBuffer);
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gGameExternalOptions.iFastForwardPeriod = (FLOAT)iniReader.ReadDouble("Clock Settings","FAST_FORWARD_PERIOD", 500, 1, 10000);
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gGameExternalOptions.fClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","CLOCK_SPEED_PERCENT", 150, 100, 300);
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gGameExternalOptions.fEnemyClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","ENEMY_CLOCK_SPEED_PERCENT", 150, 100, 300);
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gGameExternalOptions.iNotifyFrequency = iniReader.ReadInteger("Clock Settings","UPDATE_FREQUENCY", 16000, 1000, 20000);
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// sevenfm: improved auto fast forwarding
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gGameExternalOptions.ubAutoFastForwardEnemies = iniReader.ReadInteger("Clock Settings","AUTO_FAST_FORWARD_ENEMIES", 0, 0, 3);
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gGameExternalOptions.ubAutoFastForwardMilitia = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_MILITIA", 0, 0, 2);
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gGameExternalOptions.ubAutoFastForwardCivs = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_CIVS", 0, 0, 2);
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gGameExternalOptions.ubAutoFastForwardCreatures = iniReader.ReadInteger("Clock Settings", "AUTO_FAST_FORWARD_CREATURES", 0, 0, 2);
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gGameExternalOptions.fImprovedAutoFastForward = iniReader.ReadBoolean("Clock Settings","IMPROVED_AUTO_FAST_FORWARD", TRUE);
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}
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+1
-5
@@ -1260,13 +1260,9 @@ typedef struct
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INT32 iNotifyFrequency;
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// Frequency that the screen is updated
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FLOAT fClockSpeedPercent;
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FLOAT fEnemyClockSpeedPercent;
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// sevenfm: improved auto fast forwarding
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UINT8 ubAutoFastForwardEnemies;
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UINT8 ubAutoFastForwardMilitia;
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UINT8 ubAutoFastForwardCivs;
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UINT8 ubAutoFastForwardCreatures;
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BOOLEAN fImprovedAutoFastForward;
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// Flugente: Weapon Overheating
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BOOLEAN fWeaponOverheating; // Should weapons overheat, thus increasing the chance of malfunction?
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@@ -152,6 +152,8 @@ class SOLDIERTYPE;
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extern void HandleBestSightingPositionInRealtime();
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier ); // sevenfm: to call in HandleAtNewGridNo
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extern UINT8 gubAICounter;
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#include "fresh_header.h"
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@@ -2770,6 +2772,9 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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}
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}
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// sevenfm: additional check for auto fast forwarding
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UpdateFastForwardMode( pSoldier );
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// ATE: Put some stuff in here to not handle certain things if we are
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// trversing...
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if ( gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALKOFF_SCREEN || gubWaitingForAllMercsToExitCode == WAIT_FOR_MERCS_TO_WALK_TO_GRIDNO )
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@@ -11077,6 +11082,45 @@ BOOLEAN GetRandomUnknownVIPSector( UINT16& aSector )
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return FALSE;
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}
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier )
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{
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BOOLEAN action = FALSE;
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BOOLEAN forward = FALSE;
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if( gGameExternalOptions.fImprovedAutoFastForward == FALSE ||
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!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ||
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is_networked ||
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!( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) ||
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pSoldier->bTeam == OUR_TEAM )
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return;
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switch ( pSoldier->aiData.bAction )
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{
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case AI_ACTION_TOSS_PROJECTILE:
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case AI_ACTION_KNIFE_MOVE:
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case AI_ACTION_FIRE_GUN:
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case AI_ACTION_THROW_KNIFE:
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case AI_ACTION_PULL_TRIGGER:
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case AI_ACTION_USE_DETONATOR:
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case AI_ACTION_OPEN_OR_CLOSE_DOOR:
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case AI_ACTION_LOWER_GUN:
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case AI_ACTION_RAISE_GUN:
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case AI_ACTION_CLIMB_ROOF:
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case AI_ACTION_STEAL_MOVE:
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case AI_ACTION_JUMP_WINDOW:
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case AI_ACTION_USE_SKILL:
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action = TRUE;
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break;
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}
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// accelerate only invisible soldiers that are not doing specific actions like shooting
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if( pSoldier->bVisible == -1 )
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forward = !action;
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if ( IsFastForwardMode() != forward )
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SetFastForwardMode( forward );
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}
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void DeleteVIP( INT16 sMapX, INT16 sMapY )
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{
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if ( StrategicMap[SECTOR( sMapX, sMapY )].usFlags & ENEMY_VIP_PRESENT_KNOWN )
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@@ -528,8 +528,6 @@ void BeginTeamTurn( UINT8 ubTeam )
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SetFastForwardMode( (ubTeam != OUR_TEAM) );
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}
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}
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if( !is_networked && ubTeam != OUR_TEAM )
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SetClockSpeedPercent(gGameExternalOptions.fEnemyClockSpeedPercent); // sevenfm: set clock speed for enemy turn
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while( 1 )
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{
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@@ -1487,8 +1485,6 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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SetFastForwardMode( (gTacticalStatus.ubCurrentTeam != OUR_TEAM) );
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}
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}
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if( !is_networked && gTacticalStatus.ubCurrentTeam != OUR_TEAM )
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SetClockSpeedPercent(gGameExternalOptions.fEnemyClockSpeedPercent); // sevenfm: set clock speed for enemy turn
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}
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+1
-121
@@ -73,7 +73,7 @@ extern void AdjustNoAPToFinishMove( SOLDIERTYPE *pSoldier, BOOLEAN fSet );
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void TurnBasedHandleNPCAI(SOLDIERTYPE *pSoldier);
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void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier );
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
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extern void UpdateFastForwardMode( SOLDIERTYPE* pSoldier );
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extern UINT8 gubElementsOnExplosionQueue;
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@@ -2619,123 +2619,3 @@ void HandleAITacticalTraversal( SOLDIERTYPE * pSoldier )
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}
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CheckForEndOfBattle( TRUE );
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}
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void UpdateFastForwardMode( SOLDIERTYPE* pSoldier )
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{
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BOOLEAN action = FALSE;
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BOOLEAN forward = FALSE;
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BOOLEAN found = FALSE;
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UINT16 cnt;
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SOLDIERTYPE * ps;
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if( ( gGameExternalOptions.ubAutoFastForwardEnemies == 0 && gGameExternalOptions.ubAutoFastForwardMilitia == 0 ) ||
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!gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ||
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is_networked ||
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!( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) ||
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pSoldier->bTeam == OUR_TEAM )
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return;
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switch ( pSoldier->aiData.bAction )
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{
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case AI_ACTION_TOSS_PROJECTILE:
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case AI_ACTION_KNIFE_MOVE:
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case AI_ACTION_FIRE_GUN:
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case AI_ACTION_THROW_KNIFE:
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case AI_ACTION_PULL_TRIGGER:
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case AI_ACTION_USE_DETONATOR:
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case AI_ACTION_OPEN_OR_CLOSE_DOOR:
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case AI_ACTION_LOWER_GUN:
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case AI_ACTION_RAISE_GUN:
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case AI_ACTION_CLIMB_ROOF:
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case AI_ACTION_STEAL_MOVE:
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case AI_ACTION_JUMP_WINDOW:
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case AI_ACTION_USE_SKILL:
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action = TRUE;
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break;
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}
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if ( pSoldier->bTeam == MILITIA_TEAM )
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{
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switch( gGameExternalOptions.ubAutoFastForwardMilitia )
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{
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case 0: // default mode
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forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
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break;
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case 1: // auto fast forward this militiaman if he does not see opponents
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if( pSoldier->aiData.bOppCnt == 0 )
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forward = TRUE && !action;
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break;
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case 2: // auto fast forward all militia
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forward = TRUE && !action;
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break;
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}
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}
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else if ( pSoldier->bTeam == CIV_TEAM )
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{
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switch( gGameExternalOptions.ubAutoFastForwardCivs )
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{
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case 0: // default mode
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forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
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break;
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case 1: // auto fast forward only invisible civs
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if( pSoldier->bVisible == -1 )
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forward = TRUE && !action;
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break;
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case 2: // auto fast forward civs always
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forward = TRUE && !action;
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break;
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}
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}
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else if ( pSoldier->bTeam == CREATURE_TEAM )
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{
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switch( gGameExternalOptions.ubAutoFastForwardCreatures )
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{
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case 0: // default mode
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forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
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break;
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case 1: // auto fast forward only invisible
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if( pSoldier->bVisible == -1 )
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forward = TRUE && !action;
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break;
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case 2: // auto fast forward always
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forward = TRUE && !action;
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break;
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}
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}
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else
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{
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switch ( gGameExternalOptions.ubAutoFastForwardEnemies )
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{
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case 0: // default mode
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forward = gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE];
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break;
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case 1: // auto fast forward enemy soldier only if player team does not see him
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for ( cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++ )
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{
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ps = MercPtrs[ cnt ];
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found= FALSE;
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if (ps->bActive && ps->bInSector && ps->stats.bLife >= OKLIFE)
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{
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if (ps->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY)
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{
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found= TRUE;
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break;
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}
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}
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}
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forward = !found && !action;
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break;
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case 2: // auto fast forward only invisible enemies
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if( pSoldier->bVisible == -1 )
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forward = TRUE && !action;
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break;
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case 3: // always auto fast forward movements
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forward = TRUE && !action;
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break;
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}
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}
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if ( IsFastForwardMode() != forward )
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SetFastForwardMode( forward );
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}
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