diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index a695d758..0fef3266 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -6734,7 +6734,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) if ( LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, tempGridNo, pSoldier->pathing.bLevel, TRUE) ) { // reserve APs for a possible crouch plus a shot - pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, tempGridNo, (INT8) (MinAPsToAttack( pSoldier, tempGridNo, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); + pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, tempGridNo, (INT8) (MinAPsToAttack( pSoldier, tempGridNo, ADDTURNCOST, 0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS); if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) { @@ -6933,7 +6933,7 @@ void DecideAlertStatus( SOLDIERTYPE *pSoldier ) if ( PythSpacesAway( pSoldier->aiData.usActionData, sClosestDisturbance ) < 5 || LocationToLocationLineOfSightTest( pSoldier->aiData.usActionData, pSoldier->pathing.bLevel, sClosestDisturbance, pSoldier->pathing.bLevel, TRUE ) ) { // reserve APs for a possible crouch plus a shot - pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); + pSoldier->aiData.usActionData = InternalGoAsFarAsPossibleTowards(pSoldier, sClosestDisturbance, (INT8) (MinAPsToAttack( pSoldier, sClosestDisturbance, ADDTURNCOST, 0) + GetAPsCrouch( pSoldier, TRUE)), AI_ACTION_SEEK_OPPONENT, FLAG_CAUTIOUS ); if (!TileIsOutOfBounds(pSoldier->aiData.usActionData)) {