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Add BOXER() & ISVIP() macros
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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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