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
This commit is contained in:
Sevenfm
2020-03-08 22:39:21 +00:00
parent 5b8f91912f
commit 9e1b5338a6
18 changed files with 190 additions and 47 deletions
+4
View File
@@ -3510,6 +3510,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
{
if ( pSoldier->ubAutoBandagingMedic != NOBODY )
{
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: stop autobandaging in HandlePlayerTeamMemberDeath"));
CancelAIAction( MercPtrs[ pSoldier->ubAutoBandagingMedic ], TRUE );
}
}
@@ -6073,6 +6074,7 @@ void CommonEnterCombatModeCode( )
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions
DebugAI(AI_MSG_INFO, MercPtrs[pSoldier->ubAutoBandagingMedic], String("CancelAIAction: enter combat mode"));
CancelAIAction( pSoldier, TRUE );
// turn off AI controlled flag
@@ -8812,6 +8814,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
// AI people will have to have their actions canceled
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_PC))
{
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: suppression: change stance/cower"));
CancelAIAction( pSoldier, TRUE );
#if 0
pSoldier->aiData.bAction = AI_ACTION_CHANGE_STANCE;
@@ -9768,6 +9771,7 @@ void CencelAllActionsForTimeCompression( )
if ( pSoldier->bInSector )
{
// Hault!
DebugAI(AI_MSG_INFO, pSoldier, String("CancelAIAction: time compression"));
pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection );
// END AI actions