Whitespace changes

This commit is contained in:
Asdow
2024-02-10 18:50:30 +02:00
parent b480a67d36
commit 877ec385ee
+7 -7
View File
@@ -2696,7 +2696,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
}
////////////////////////////////////////////////////////////////////////
// IF POSSIBLE, FIRE LONG RANGE WEAPONS AT TARGETS REPORTED BY RADIO
////////////////////////////////////////////////////////////////////////
@@ -2869,6 +2868,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_TOPIC, pSoldier, String("[use smoke to cover friend]"), gLogDecideActionRed);
CheckTossFriendSmoke(pSoldier, &BestThrow);
if (BestThrow.ubPossible)
{
DebugAI(AI_MSG_INFO, pSoldier, String("Throw possible"), gLogDecideActionRed);
@@ -3217,7 +3217,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
return(AI_ACTION_RED_ALERT);
}
}
// if we can't call in artillery, jam frequencies, so that the palyer can't use radio skills
// if we can't call in artillery, jam frequencies, so that the player can't use radio skills
else if (!pSoldier->IsJamming() && !pSoldier->CanAnyArtilleryStrikeBeOrdered(&tmp))
{
DebugAI(AI_MSG_INFO, pSoldier, String("Start jamming radio frequencies"), gLogDecideActionRed);
@@ -3351,6 +3351,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Provide medical aid]"), gLogDecideActionRed);
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
// are we ourselves the patient?
if ( ubPerson == pSoldier->ubID )
{
@@ -3418,6 +3419,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Seek medical aid]"), gLogDecideActionRed);
UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
DebugAI(AI_MSG_INFO, pSoldier, String("Found a medic!"), gLogDecideActionRed);
@@ -3494,7 +3496,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
}
}
////////////////////////////////////////////////////////////////////////
// RED RETREAT
////////////////////////////////////////////////////////////////////////
@@ -3608,6 +3609,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// (we never want NPCs to choose to radio if they would have to wait a turn)
if ( !(pSoldier->usSoldierFlagMask & SOLDIER_RAISED_REDALERT) && !fCivilian && (pSoldier->bActionPoints >= APBPConstants[AP_RADIO]) && (gTacticalStatus.Team[pSoldier->bTeam].bMenInSector > 1) )
{
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: checking to radio red alert");
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Radio red alert]"), gLogDecideActionRed);
@@ -3747,7 +3749,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
else { DebugAI(AI_MSG_INFO, pSoldier, String("Throw not possible"), gLogDecideActionRed); }
}
// sevenfm: no Main Red AI for civilians
if ( (gGameExternalOptions.fEnemyTanksCanMoveInTactical || !ARMED_VEHICLE( pSoldier )) &&
!(pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER | SOLDIER_PASSENGER)) &&
@@ -4247,7 +4248,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_INFO, pSoldier, String("Distance not suitable, seek enemy instead"), gLogDecideActionRed);
return AI_ACTION_SEEK_OPPONENT;
}
pSoldier->aiData.usActionData = FindFlankingSpot (pSoldier, sClosestDisturbance, action );
if (TileIsOutOfBounds(pSoldier->aiData.usActionData) || pSoldier->numFlanks >= MAX_FLANKS_RED )
@@ -4268,6 +4268,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
return(AI_ACTION_SEEK_OPPONENT);
}
}
else
{
DebugAI(AI_MSG_INFO, pSoldier, String("Seek enemy"), gLogDecideActionRed);
@@ -4582,7 +4583,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
DebugAI(AI_MSG_INFO, pSoldier, String("Soldier is shocked, attempt to run away"), gLogDecideActionRed);
// look for best place to RUN AWAY to (farthest from the closest threat)
pSoldier->aiData.usActionData = FindSpotMaxDistFromOpponents(pSoldier);
if (!TileIsOutOfBounds(pSoldier->aiData.usActionData))
{
#ifdef DEBUGDECISIONS
@@ -5425,7 +5426,6 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
(!ProneSightCoverAtSpot(pSoldier, pSoldier->sGridNo, FALSE) && !AnyCoverAtSpot(pSoldier, pSoldier->sGridNo) || pSoldier->TakenLargeHit()) &&
(pSoldier->TakenLargeHit() || pSoldier->ShockLevelPercent() > 20 + Random(80)))
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Self smoke when under fire]"));
DebugAI(AI_MSG_INFO, pSoldier, String("check if soldier can cover himself with smoke"));
CheckTossSelfSmoke(pSoldier, &BestThrow);