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New feature: enemy combat jeeps fill the role between infantry and tanks. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=344628&#msg_344628
This is savegame compatible. GameDir >= r2305 required. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8114 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+10
-7
@@ -2621,7 +2621,10 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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fPathingForPlayer = ( (s->bTeam == gbPlayerNum) && (!gTacticalStatus.fAutoBandageMode) && !(s->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL) );
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fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (UsingNewInventorySystem() == true && FindBackpackOnSoldier( s ) != ITEM_NOT_FOUND);//Moa: added backpack check
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fNonSwimmer = !( IS_MERC_BODY_TYPE( s ) );
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// Flugente: nonswimmers are those who are not mercs and not boats
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fNonSwimmer = !(IS_MERC_BODY_TYPE( s ) );
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if ( fNonSwimmer )
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{
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if ( Water( sDestination, ubLevel ) )
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@@ -2638,13 +2641,13 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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fVehicleIgnoreObstacles = TRUE;
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}
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// AI can't press shift, let's assume only tanks ram through (we wouldn't want AI cars to get destroyed kamikazing through walls, no matter how funny that would be)
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else if( !fPathingForPlayer && TANK(s) )
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else if ( !fPathingForPlayer && ARMED_VEHICLE( s ) )
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{
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fVehicleIgnoreObstacles = TRUE;
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}
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if( fVehicleIgnoreObstacles &&
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( ( gGameExternalOptions.fAllowCarsDrivingOverPeople && !TANK(s) ) ||
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( gGameExternalOptions.fAllowTanksDrivingOverPeople && TANK(s) ) ) )
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((gGameExternalOptions.fAllowCarsDrivingOverPeople && !ARMED_VEHICLE( s )) ||
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(gGameExternalOptions.fAllowTanksDrivingOverPeople && ARMED_VEHICLE( s ))) )
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{
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fPathAroundPeople = FALSE;
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}
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@@ -2846,9 +2849,9 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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else
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{
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if (ISWATER(gubWorldMovementCosts[iOrigination][0][ubLevel]) && ISWATER(gubWorldMovementCosts[iDestination][0][ubLevel]))
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iWaterToWater = 1;
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iWaterToWater = 1;
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else
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iWaterToWater = 0;
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iWaterToWater = 0;
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}
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//setup Q and first path record
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@@ -4617,7 +4620,7 @@ INT32 PlotPath( SOLDIERTYPE *pSold, INT32 sDestGridNo, INT8 bCopyRoute, INT8 bPl
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sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_RUN];
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break;
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case WALKING:
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if (!(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
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if ( 0 && !(pSold->MercInWater()) && ( (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIREREADY ) || (gAnimControl[ pSold->usAnimState ].uiFlags & ANIM_FIRE ) ))
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{
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sMovementAPsCost = sTileCost + APBPConstants[AP_MODIFIER_WALK] + APBPConstants[AP_MODIFIER_READY];
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}
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