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-adjusted sniper AI preferences
-spreadsheet update git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1032,7 +1032,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
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*/
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*/
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case FARPATROL: iChance += +25; break;
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case FARPATROL: iChance += +25; break;
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case SEEKENEMY: iChance += -10; break;
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case SEEKENEMY: iChance += -10; break;
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case SNIPER: iChance += -90; break;
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case SNIPER: iChance += -40; break;
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}
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}
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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@@ -1102,7 +1102,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
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case POINTPATROL: iChance = -10; break;
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case POINTPATROL: iChance = -10; break;
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case FARPATROL: iChance += +20; break;
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case FARPATROL: iChance += +20; break;
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case SEEKENEMY: iChance += -10; break;
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case SEEKENEMY: iChance += -10; break;
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case SNIPER: iChance += -100; break; // Madd: Snipers have no friends :(
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case SNIPER: iChance += -50; break; // Madd: Snipers have no friends :(
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}
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}
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// modify for attitude
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// modify for attitude
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@@ -1349,7 +1349,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
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if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
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iChance = 50;
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iChance = 50;
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else if ( pSoldier->bOrders == SNIPER )
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else if ( pSoldier->bOrders == SNIPER )
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iChance = 90;
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iChance = 60;
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else // all other orders
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else // all other orders
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iChance = 25;
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iChance = 25;
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@@ -1547,7 +1547,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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case POINTPATROL: break;
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case POINTPATROL: break;
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case FARPATROL: iChance += 10; break;
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case FARPATROL: iChance += 10; break;
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case SEEKENEMY: iChance += 25; break;
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case SEEKENEMY: iChance += 25; break;
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case SNIPER: iChance += -50; break;
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case SNIPER: iChance += -30; break;
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}
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}
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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@@ -1693,7 +1693,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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case POINTPATROL: iChance += -10; break;
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case POINTPATROL: iChance += -10; break;
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case FARPATROL: break;
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case FARPATROL: break;
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case SEEKENEMY: iChance += 10; break;
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case SEEKENEMY: iChance += 10; break;
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case SNIPER: iChance += -70; break;
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case SNIPER: iChance += -50; break;
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}
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}
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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// modify chance of patrol (and whether it's a sneaky one) by attitude
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@@ -1783,7 +1783,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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case POINTPATROL: break;
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case POINTPATROL: break;
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case FARPATROL: iChance += -5; break;
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case FARPATROL: iChance += -5; break;
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case SEEKENEMY: iChance += -20; break;
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case SEEKENEMY: iChance += -20; break;
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case SNIPER: iChance += 70; break;
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case SNIPER: iChance += 40; break;
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}
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}
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// modify chance (and whether it's sneaky) by attitude
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// modify chance (and whether it's sneaky) by attitude
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@@ -1827,7 +1827,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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// SWITCH TO GREEN: determine if soldier acts as if nothing at all was wrong
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// SWITCH TO GREEN: determine if soldier acts as if nothing at all was wrong
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////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////
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if ((INT16)PreRandom(100) < 50 || pSoldier->bOrders == SNIPER )
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if ((INT16)PreRandom(100) < 50 )
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{
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{
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#ifdef RECORDNET
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#ifdef RECORDNET
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fprintf(NetDebugFile,"\tDecideActionYellow: guynum %d ignores noise, switching to GREEN AI...\n",pSoldier->ubID);
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fprintf(NetDebugFile,"\tDecideActionYellow: guynum %d ignores noise, switching to GREEN AI...\n",pSoldier->ubID);
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@@ -4132,7 +4132,7 @@ bCanAttack = FALSE;
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else if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
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else if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
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iDefense += 10;
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iDefense += 10;
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else if (pSoldier->bOrders == SNIPER)
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else if (pSoldier->bOrders == SNIPER)
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iDefense += 30;
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iDefense += 20;
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switch (pSoldier->bAttitude)
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switch (pSoldier->bAttitude)
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{
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{
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