From 7e3b802ab6d8587a5045f814b3761212ddc665d9 Mon Sep 17 00:00:00 2001 From: Wanne Date: Tue, 21 Aug 2012 09:04:07 +0000 Subject: [PATCH] - Fixed compilation error (in DecideAction.cpp), when ENABLE_ZOMBIES was enabled in builddefines.h git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5487 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- TacticalAI/DecideAction.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index a695d7585..0fef32661 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)) {