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More AI logging information.
PanicAI: use correct movement and stealth mode when determining AP needed. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8768 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3510,6 +3510,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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{
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if ( pSoldier->ubAutoBandagingMedic != NOBODY )
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{
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DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
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CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
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}
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}
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@@ -6073,6 +6074,7 @@ void CommonEnterCombatModeCode( )
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// END AI actions
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DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: enter combat mode"));
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CancelAIAction( pSoldier, TRUE );
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// turn off AI controlled flag
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@@ -8812,6 +8814,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// AI people will have to have their actions canceled
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if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
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{
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
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CancelAIAction( pSoldier, TRUE );
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#if 0
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pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
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@@ -9768,6 +9771,7 @@ void CencelAllActionsForTimeCompression( )
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if ( pSoldier->bInSector )
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{
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// Hault!
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DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression"));
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pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
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// END AI actions
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