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Add BOXER() & ISVIP() macros
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@@ -18,6 +18,7 @@
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#include "opplist.h"
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#include "Interface.h"
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#include "Tactical Save.h"
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#include <Soldier macros.h>
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#define AI_LIST_SIZE TOTAL_SOLDIERS
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@@ -180,7 +181,7 @@ BOOLEAN InsertIntoAIList( UINT8 ubID, INT8 bPriority )
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BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount, BOOLEAN fDoRandomChecks )
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{
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if ( (gTacticalStatus.bBoxingState == BOXING) && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( (gTacticalStatus.bBoxingState == BOXING) && !BOXER(pSoldier) )
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{
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return( FALSE );
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}
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@@ -418,7 +418,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
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if (IS_MERC_BODY_TYPE(pSoldier) &&
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pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
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!InWaterGasOrSmoke(pSoldier, pSoldier->sGridNo) &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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!BOXER(pSoldier) &&
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!TileIsOutOfBounds(sClosestThreat) &&
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(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
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{
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@@ -1474,7 +1474,7 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
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if (sClosestOpponent == NOWHERE ||
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iRange < iClosestRange ||
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pClosestOpponent && !pClosestOpponent->IsZombie() && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
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pClosestOpponent && !pClosestOpponent->IsZombie() && !BOXER(pSoldier) && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
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{
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iClosestRange = iRange;
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sClosestOpponent = sGridNo;
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@@ -2670,7 +2670,7 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForC
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}
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// in boxing mode, let only a boxer be considered a threat.
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if ( (gTacticalStatus.bBoxingState == BOXING) && !(pEnemy->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( (gTacticalStatus.bBoxingState == BOXING) && !BOXER(pEnemy) )
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{
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iThreatValue = -999;
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return( iThreatValue );
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@@ -4803,7 +4803,7 @@ BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent)
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pSoldier->bSide == pOpponent->bSide ||
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pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY ||
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(pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle(pOpponent->bVehicleID) == 0) ||
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gTacticalStatus.bBoxingState == BOXING && (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && !(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
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gTacticalStatus.bBoxingState == BOXING && BOXER(pSoldier) && !BOXER(pOpponent) ||
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pOpponent->ubBodyType == CROW)
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{
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return FALSE;
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@@ -4913,7 +4913,7 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
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if (!IS_MERC_BODY_TYPE(pSoldier) ||
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pSoldier->aiData.bNeutral ||
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fCivilian ||
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pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ||
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BOXER(pSoldier) ||
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ARMED_VEHICLE(pSoldier) ||
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pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ||
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AM_A_ROBOT(pSoldier) ||
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+14
-17
@@ -718,7 +718,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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if ( gTacticalStatus.bBoxingState != NOT_BOXING )
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{
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if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER)
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if (BOXER(pSoldier))
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{
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if ( gTacticalStatus.bBoxingState == PRE_BOXING )
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{
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@@ -2707,7 +2707,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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!bInGas &&
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pSoldier->CheckInitialAP() &&
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!pSoldier->IsFlanking() &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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!BOXER(pSoldier) &&
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(CanNPCAttack(pSoldier) == TRUE))
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{
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BestThrow.ubPossible = FALSE; // by default, assume Throwing isn't possible
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@@ -5195,7 +5195,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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}
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INT8 bInWater, bInDeepWater, bInGas;
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
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if (BOXER(pSoldier) )
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{
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if ( gTacticalStatus.bBoxingState == PRE_BOXING )
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{
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@@ -5304,7 +5304,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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{
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bCanAttack = FALSE;
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}
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else if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER)
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else if (BOXER(pSoldier))
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{
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bCanAttack = TRUE;
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fTryPunching = TRUE;
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@@ -5318,7 +5318,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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{
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if (fCivilian)
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{
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if ( ( bCanAttack == NOSHOOT_NOWEAPON) && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && pSoldier->ubBodyType != COW && pSoldier->ubBodyType != CRIPPLECIV && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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if ( ( bCanAttack == NOSHOOT_NOWEAPON) && !BOXER(pSoldier) && pSoldier->ubBodyType != COW && pSoldier->ubBodyType != CRIPPLECIV && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{
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// cower in fear!!
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
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@@ -5806,7 +5806,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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if (BestStab.ubPossible)
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{
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if (!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER))
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if (!BOXER(pSoldier))
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{
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// if we have not enough APs to deal at least two or three punches,
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// reduce the attack value as one punch ain't much
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@@ -5903,7 +5903,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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// cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
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if (BestStab.ubPossible &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pSoldier) &&
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SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 2 &&
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BestStab.ubOpponent != NOBODY &&
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MercPtrs[BestStab.ubOpponent] &&
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@@ -5920,7 +5920,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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// try to avoid frontal attack
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if (BestStab.ubPossible &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pSoldier) &&
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SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 1 &&
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BestStab.ubOpponent != NOBODY &&
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MercPtrs[BestStab.ubOpponent] &&
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@@ -6285,8 +6285,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Allow taking cover]"));
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// okay, really got to wonder about this... could taking cover be an option?
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if (ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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if (ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt && !BOXER(pSoldier) )
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{
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// make militia a bit more cautious
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// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
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@@ -6323,7 +6322,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
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((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
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(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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!BOXER(pSoldier) )
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|| fAllowCoverCheck )
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Find cover]"));
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@@ -7004,7 +7003,7 @@ L_NEWAIM:
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//////////////////////////////////////////////////////////////////////
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// BOXER CLOSE IN ON OPPONENT
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//////////////////////////////////////////////////////////////////////
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if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
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if (BOXER(pSoldier))
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{
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DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
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@@ -10071,8 +10070,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
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(RangeChangeDesire( pSoldier ) >= 4) )
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{
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// okay, really got to wonder about this... could taking cover be an option?
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if ( ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt && !BOXER(pSoldier) )
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{
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// make militia a bit more cautious
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// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
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@@ -10103,9 +10101,8 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
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if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
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((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
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(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) &&
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!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER))
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|| fAllowCoverCheck )
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(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) && !BOXER(pSoldier)) ||
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fAllowCoverCheck )
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{
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sBestCover = FindBestNearbyCover( pSoldier, pSoldier->aiData.bAIMorale, &iCoverPercentBetter );
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}
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