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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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@@ -1233,7 +1233,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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}
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}
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if ( bFacingDir == DIRECTION_IRRELEVANT && TANK( pSoldier ) )
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if ( bFacingDir == DIRECTION_IRRELEVANT && ARMED_VEHICLE( pSoldier ) )
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{
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// always calculate direction for tanks so we have something to work with
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bFacingDir = pSoldier->pathing.bDesiredDirection;
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@@ -1241,7 +1241,7 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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//bSubjectDir = atan8(pSoldier->sX,pSoldier->sY,pOpponent->sX,pOpponent->sY);
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}
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if ( !TANK( pSoldier ) && ( bFacingDir == DIRECTION_IRRELEVANT || (pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT) || (pSubject && pSubject->flags.fMuzzleFlash) ) )
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if ( !ARMED_VEHICLE( pSoldier ) && (bFacingDir == DIRECTION_IRRELEVANT || (pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT) || (pSubject && pSubject->flags.fMuzzleFlash)) )
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{
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sDistVisible = MaxNormalDistanceVisible();
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}
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@@ -1385,10 +1385,10 @@ INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir,
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}
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// let tanks see and be seen further (at night)
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if ( (TANK( pSoldier ) && sDistVisible > 0) || (pSubject && TANK( pSubject ) ) )
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if ( (ARMED_VEHICLE( pSoldier ) && sDistVisible > 0) || (pSubject && ARMED_VEHICLE( pSubject )) )
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{
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#if 0
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if ( TANK(pSoldier) && sDistVisible > 0 && pSubject)
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if ( ARMED_VEHICLE(pSoldier) && sDistVisible > 0 && pSubject)
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{
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sDistVisible = __max( sDistVisible + 5, pSubject->GetMaxDistanceVisible(pSoldier->sGridNo, pSoldier->pathing.bLevel) );
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}
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@@ -1561,7 +1561,7 @@ INT8 DecideHearing( SOLDIERTYPE * pSoldier )
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// calculate the hearing value for the merc...
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INT8 bHearing;
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if ( TANK( pSoldier ) )
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if ( ARMED_VEHICLE( pSoldier ) )
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{
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return( -5 );
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}
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@@ -6443,7 +6443,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
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// (taking into account we are definitely aware of this guy now)
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// skip LOS check if we had to turn and we're a tank. sorry Mr Tank, no looking out of the sides for you!
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if ( !( bHadToTurn && TANK( pSoldier ) ) )
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if ( !(bHadToTurn && ARMED_VEHICLE( pSoldier )) )
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{
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, sGridNo, bLevel, 0, TRUE, sDistVisible ) )
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{
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