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Added missing from ModularizedTacticalAI :/
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6019 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#include "../include/Plan.h"
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#include "../../TacticalAI/ai.h"
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#include "../../TacticalAI/AIInternals.h" // ACTING_ON_SCHEDULE
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#include "../../TacticalAI/NPC.h" // NPCReachedDestination
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#include "../../Tactical/Animation Control.h" // defines ANIM_...
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#include "../../Tactical/Soldier Macros.h" // CREATURE_OR_BLOODCAT
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#include "../../Tactical/opplist.h" // EndMuzzleFlash
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#include "../../Tactical/Dialogue Control.h" // DialogueQueueIsEmpty
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#include "../../TileEngine/Isometric Utils.h" // defines NOWHERE
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#include "../../Utils/Debug Control.h" // LiveMessage
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#include "../../Utils/Font Control.h" // ScreenMsg about deadlock
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#include "../../Utils/message.h" // ditto
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#include "../../TileEngine/Render Fun.h" // defines InARoom
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#include "../../Strategic/quests.h" // IN_BROTHEL
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// FIXME uagh, these need to go
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extern BOOLEAN gfUIInDeadlock;
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extern UINT8 gUIDeadlockedSoldier;
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void HandleAITacticalTraversal(SOLDIERTYPE* pSoldier); // defined in TacticalAI/AIMain.cpp
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namespace AI
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{
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namespace tactical
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{
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PlanInputData::PlanInputData(bool turn_based, const TacticalStatusType& tactical_status)
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: turn_based_(turn_based),
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tactical_status_(tactical_status)
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{
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}
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Plan::Plan(SOLDIERTYPE* npc)
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: npc_(npc)
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{
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}
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}
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}
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