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Add BOXER() & ISVIP() macros
This commit is contained in:
+6
-5
@@ -22,6 +22,7 @@
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#include "Font Control.h"
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#include "Font Control.h"
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#include "message.h"
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#include "message.h"
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#include "GameSettings.h" // added by SANDRO
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#include "GameSettings.h" // added by SANDRO
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#include "Soldier macros.h"
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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UINT8 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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UINT8 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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@@ -55,7 +56,7 @@ void ExitBoxing( void )
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if ( pSoldier != NULL )
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if ( pSoldier != NULL )
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{
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{
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if ( ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) && InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == BOXING_RING )
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if ( BOXER(pSoldier) && InARoom( pSoldier->sGridNo, &usRoom ) && usRoom == BOXING_RING )
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{
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{
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_PC )
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{
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{
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@@ -239,7 +240,7 @@ void CountPeopleInBoxingRingAndDoActions( void )
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{
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{
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++ubPlayersInRing;
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++ubPlayersInRing;
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if ( !pNonBoxingPlayer && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( !pNonBoxingPlayer && !BOXER(pSoldier) )
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{
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{
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pNonBoxingPlayer = pSoldier;
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pNonBoxingPlayer = pSoldier;
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}
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}
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@@ -291,7 +292,7 @@ void CountPeopleInBoxingRingAndDoActions( void )
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// ladieees and gennleman, we have a fight!
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// ladieees and gennleman, we have a fight!
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for (uiLoop = 0; uiLoop < 2; ++uiLoop)
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for (uiLoop = 0; uiLoop < 2; ++uiLoop)
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{
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{
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if (!(pInRing[uiLoop]->flags.uiStatusFlags & SOLDIER_BOXER))
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if (!BOXER(pInRing[uiLoop]))
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{
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{
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// set as boxer!
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// set as boxer!
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pInRing[uiLoop]->flags.uiStatusFlags |= SOLDIER_BOXER;
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pInRing[uiLoop]->flags.uiStatusFlags |= SOLDIER_BOXER;
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@@ -515,7 +516,7 @@ void BoxingMovementCheck( SOLDIERTYPE * pSoldier )
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// someone moving in/into the ring
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// someone moving in/into the ring
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CountPeopleInBoxingRingAndDoActions();
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CountPeopleInBoxingRingAndDoActions();
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}
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}
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else if ( ( gTacticalStatus.bBoxingState == BOXING ) && ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) )
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else if ( ( gTacticalStatus.bBoxingState == BOXING ) && BOXER(pSoldier) )
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{
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{
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// boxer stepped out of the ring!
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// boxer stepped out of the ring!
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BoxingPlayerDisqualified( pSoldier, BOXER_OUT_OF_RING );
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BoxingPlayerDisqualified( pSoldier, BOXER_OUT_OF_RING );
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@@ -565,7 +566,7 @@ void ClearAllBoxerFlags( void )
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{
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{
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for (UINT32 uiSlot = 0; uiSlot < guiNumMercSlots; ++uiSlot)
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for (UINT32 uiSlot = 0; uiSlot < guiNumMercSlots; ++uiSlot)
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{
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{
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if ( MercSlots[ uiSlot ] && MercSlots[ uiSlot ]->flags.uiStatusFlags & SOLDIER_BOXER )
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if ( MercSlots[ uiSlot ] && BOXER(MercSlots[ uiSlot ]) )
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{
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{
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// Flugente: nuke the entire opponent count, remove boxing flag, reevaluate opponent list
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// Flugente: nuke the entire opponent count, remove boxing flag, reevaluate opponent list
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DecayIndividualOpplist(MercSlots[uiSlot]);
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DecayIndividualOpplist(MercSlots[uiSlot]);
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@@ -6299,7 +6299,7 @@ BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier)
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if ( pSoldier->usSkillCounter[SOLDIER_COUNTER_ROLE_OBSERVED] >= gGameExternalOptions.usTurnsToUncover )
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if ( pSoldier->usSkillCounter[SOLDIER_COUNTER_ROLE_OBSERVED] >= gGameExternalOptions.usTurnsToUncover )
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{
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{
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// are we a VIP? show that only when the player knows a VIP is in this sector. otherwise, don't even show our officer property
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// are we a VIP? show that only when the player knows a VIP is in this sector. otherwise, don't even show our officer property
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if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP && !pSoldier->bSectorZ )
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if (ISVIP(pSoldier) && !pSoldier->bSectorZ )
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{
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{
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if ( PlayerKnowsAboutVIP( pSoldier->sSectorX, pSoldier->sSectorY ) )
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if ( PlayerKnowsAboutVIP( pSoldier->sSectorX, pSoldier->sSectorY ) )
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{
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{
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@@ -3043,7 +3043,7 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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// sevenfm: check all nearby enemy boxers for opportunity attack
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// sevenfm: check all nearby enemy boxers for opportunity attack
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if (IS_MERC_BODY_TYPE(pSoldier) &&
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if (IS_MERC_BODY_TYPE(pSoldier) &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pSoldier) &&
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gTacticalStatus.bBoxingState == BOXING &&
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gTacticalStatus.bBoxingState == BOXING &&
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pSoldier->aiData.bAlertStatus >= STATUS_RED)
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pSoldier->aiData.bAlertStatus >= STATUS_RED)
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{
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{
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@@ -3064,7 +3064,7 @@ BOOLEAN HandleAtNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving )
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pOpponent->bCollapsed ||
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pOpponent->bCollapsed ||
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pOpponent->bBreathCollapsed ||
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pOpponent->bBreathCollapsed ||
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!IS_MERC_BODY_TYPE(pOpponent) ||
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!IS_MERC_BODY_TYPE(pOpponent) ||
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!(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
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!BOXER(pOpponent) ||
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gAnimControl[pOpponent->usAnimState].ubEndHeight < ANIM_STAND ||
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gAnimControl[pOpponent->usAnimState].ubEndHeight < ANIM_STAND ||
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pOpponent->pathing.bLevel != pSoldier->pathing.bLevel ||
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pOpponent->pathing.bLevel != pSoldier->pathing.bLevel ||
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!SoldierToSoldierLineOfSightTest(pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR) ||
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!SoldierToSoldierLineOfSightTest(pOpponent, pSoldier, TRUE, CALC_FROM_WANTED_DIR) ||
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@@ -7233,7 +7233,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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//if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->stats.bLife != 0 )
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//if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->stats.bLife != 0 )
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{
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{
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// officers and generals are 'special' prisoners...
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// officers and generals are 'special' prisoners...
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if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP )
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if (ISVIP(pTeamSoldier))
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++sNumPrisoner[PRISONER_GENERAL];
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++sNumPrisoner[PRISONER_GENERAL];
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// downed pilots count as officers too, even though they are civilians. This makes capturing them more rewarding
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// downed pilots count as officers too, even though they are civilians. This makes capturing them more rewarding
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else if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) || pTeamSoldier->ubCivilianGroup == DOWNEDPILOT_CIV_GROUP )
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else if ( (pTeamSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER) || pTeamSoldier->ubCivilianGroup == DOWNEDPILOT_CIV_GROUP )
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@@ -7262,7 +7262,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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}
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}
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// Flugente: VIPs
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// Flugente: VIPs
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if ( pTeamSoldier->usSoldierFlagMask & SOLDIER_VIP )
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if (ISVIP(pTeamSoldier))
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DeleteVIP( pTeamSoldier->sSectorX, pTeamSoldier->sSectorY );
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DeleteVIP( pTeamSoldier->sSectorX, pTeamSoldier->sSectorY );
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// Flugente: turncoats
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// Flugente: turncoats
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@@ -9320,10 +9320,10 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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if ( gTacticalStatus.bBoxingState == BOXING )
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if ( gTacticalStatus.bBoxingState == BOXING )
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{
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{
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// should have a check for "in boxing ring", no?
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// should have a check for "in boxing ring", no?
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if ( ( pSoldier->usAttackingWeapon != NOTHING && !Item[pSoldier->usAttackingWeapon].brassknuckles ) || !( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ) || pSoldier->IsRiotShieldEquipped() )
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if ( ( pSoldier->usAttackingWeapon != NOTHING && !Item[pSoldier->usAttackingWeapon].brassknuckles ) || !BOXER(pSoldier) || pSoldier->IsRiotShieldEquipped() )
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{
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{
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// someone's cheating!
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// someone's cheating!
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if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( (Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_BLADE || Item[ pSoldier->usAttackingWeapon ].usItemClass == IC_PUNCH) && BOXER(pTarget) )
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{
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{
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// knife or brass knuckles disqualify the player!
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// knife or brass knuckles disqualify the player!
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BoxingPlayerDisqualified( pSoldier, BAD_ATTACK );
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BoxingPlayerDisqualified( pSoldier, BAD_ATTACK );
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@@ -9334,7 +9334,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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//gTacticalStatus.bBoxingState = NOT_BOXING;
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//gTacticalStatus.bBoxingState = NOT_BOXING;
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SetBoxingState( NOT_BOXING );
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SetBoxingState( NOT_BOXING );
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// if we are attacking a boxer we should set them to neutral (temporarily) so that the rest of the civgroup code works...
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// if we are attacking a boxer we should set them to neutral (temporarily) so that the rest of the civgroup code works...
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if ( (pTarget->bTeam == CIV_TEAM) && (pTarget->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( (pTarget->bTeam == CIV_TEAM) && BOXER(pTarget) )
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{
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{
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SetSoldierNeutral( pTarget );
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SetSoldierNeutral( pTarget );
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}
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}
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@@ -9481,7 +9481,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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//TriggerNPCWithIHateYouQuote( pTarget->ubProfile );
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//TriggerNPCWithIHateYouQuote( pTarget->ubProfile );
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}
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}
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}
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}
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else if ( pTarget->ubCivilianGroup != NON_CIV_GROUP && !( pTarget->flags.uiStatusFlags & SOLDIER_BOXER ) )
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else if ( pTarget->ubCivilianGroup != NON_CIV_GROUP && !BOXER(pTarget) )
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{
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{
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// Firing at a civ in a civ group who isn't hostile... if anyone in that civ group can see this
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// Firing at a civ in a civ group who isn't hostile... if anyone in that civ group can see this
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// going on they should become hostile.
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// going on they should become hostile.
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@@ -10927,7 +10927,7 @@ void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
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UINT8 approachchance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, approachselected );
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UINT8 approachchance = MercPtrs[gusSelectedSoldier]->GetTurncoatConvinctionChance( prisonerdialoguetargetID, approachselected );
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// you can never turn a VIP (though we don't tell the player if someone is a VIP, lest they have an exploit to find out)
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// you can never turn a VIP (though we don't tell the player if someone is a VIP, lest they have an exploit to find out)
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if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP )
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if (ISVIP(pSoldier))
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approachchance = 0;
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approachchance = 0;
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// as using random numbers to pass the check would result in players savescumming, use a number based on the soldier's stats
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// as using random numbers to pass the check would result in players savescumming, use a number based on the soldier's stats
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@@ -4234,7 +4234,7 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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}
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}
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// Flugente: VIPs
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// Flugente: VIPs
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if ( pSoldier->usSoldierFlagMask & SOLDIER_VIP )
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if (ISVIP(pSoldier))
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{
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{
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DeleteVIP( pSoldier->sSectorX, pSoldier->sSectorY );
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DeleteVIP( pSoldier->sSectorX, pSoldier->sSectorY );
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}
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}
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@@ -9847,7 +9847,7 @@ void SOLDIERTYPE::BeginSoldierGetup( void )
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else
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else
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{
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{
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this->bTurnsCollapsed++;
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this->bTurnsCollapsed++;
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if ( (gTacticalStatus.bBoxingState == BOXING) && (this->flags.uiStatusFlags & SOLDIER_BOXER) )
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if ( (gTacticalStatus.bBoxingState == BOXING) && (BOXER(this)) )
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{
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{
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if ( this->bTurnsCollapsed > 1 )
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if ( this->bTurnsCollapsed > 1 )
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{
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{
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@@ -37,8 +37,10 @@
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#define TANK( p ) (p->ubBodyType == TANK_NE || p->ubBodyType == TANK_NW )
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#define TANK( p ) (p->ubBodyType == TANK_NE || p->ubBodyType == TANK_NW )
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#define ENEMYROBOT( p ) (p->ubBodyType == ROBOTNOWEAPON && p->bTeam == ENEMY_TEAM)
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#define ENEMYROBOT( p ) (p->ubBodyType == ROBOTNOWEAPON && p->bTeam == ENEMY_TEAM)
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#define ARMED_VEHICLE( p ) ( TANK( p ) || COMBAT_JEEP(p) )
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#define ARMED_VEHICLE( p ) ( TANK( p ) || COMBAT_JEEP(p) )
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#define BOXER( p ) ( p->flags.uiStatusFlags & SOLDIER_BOXER )
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#define ISVIP( p ) ( p->usSoldierFlagMask & SOLDIER_VIP )
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//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
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//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
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#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
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#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
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#endif
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#endif
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@@ -4260,10 +4260,10 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// sevenfm: bonus for boxers for attack from the back
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// sevenfm: bonus for boxers for attack from the back
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if (iHitChance < 100 &&
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if (iHitChance < 100 &&
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(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pSoldier) &&
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!pSoldier->bBlindedCounter &&
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!pSoldier->bBlindedCounter &&
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gAnimControl[pTargetSoldier->usAnimState].ubEndHeight > ANIM_PRONE &&
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gAnimControl[pTargetSoldier->usAnimState].ubEndHeight > ANIM_PRONE &&
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(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pTargetSoldier) &&
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pTargetSoldier->usSoldierFlagMask2 & SOLDIER_BACK_ATTACK)
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pTargetSoldier->usSoldierFlagMask2 & SOLDIER_BACK_ATTACK)
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{
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{
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iHitChance += (100 - iHitChance) / 2;
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iHitChance += (100 - iHitChance) / 2;
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@@ -4879,7 +4879,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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if (pTargetSoldier->bActionPoints > 0 &&
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if (pTargetSoldier->bActionPoints > 0 &&
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gGameOptions.fNewTraitSystem &&
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gGameOptions.fNewTraitSystem &&
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gTacticalStatus.bBoxingState == BOXING &&
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gTacticalStatus.bBoxingState == BOXING &&
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(pTargetSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pTargetSoldier) &&
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Chance(ubCounterattackChance) &&
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Chance(ubCounterattackChance) &&
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IS_MERC_BODY_TYPE(pSoldier) &&
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IS_MERC_BODY_TYPE(pSoldier) &&
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IS_MERC_BODY_TYPE(pTargetSoldier) &&
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IS_MERC_BODY_TYPE(pTargetSoldier) &&
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@@ -9719,7 +9719,7 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
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{
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{
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// Changed from DG by CJC to give higher chances of hitting with a stab or punch
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// Changed from DG by CJC to give higher chances of hitting with a stab or punch
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// sevenfm: lowered chance for boxers
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// sevenfm: lowered chance for boxers
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if (pAttacker->flags.uiStatusFlags & SOLDIER_BOXER)
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if (BOXER(pAttacker))
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iChance = 50 + (iAttRating - iDefRating) / 3;
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iChance = 50 + (iAttRating - iDefRating) / 3;
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else
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else
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iChance = 67 + (iAttRating - iDefRating) / 3;
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iChance = 67 + (iAttRating - iDefRating) / 3;
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@@ -9774,8 +9774,8 @@ UINT32 CalcChanceHTH( SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAi
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|
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// sevenfm: bonus for boxers for attacking from the back
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// sevenfm: bonus for boxers for attacking from the back
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if (ubMode == HTH_MODE_PUNCH &&
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if (ubMode == HTH_MODE_PUNCH &&
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(pAttacker->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pAttacker) &&
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(pDefender->flags.uiStatusFlags & SOLDIER_BOXER) &&
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BOXER(pDefender) &&
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iChance < 100 &&
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iChance < 100 &&
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!pAttacker->bBlindedCounter &&
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!pAttacker->bBlindedCounter &&
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gAnimControl[pDefender->usAnimState].ubEndHeight > ANIM_PRONE &&
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gAnimControl[pDefender->usAnimState].ubEndHeight > ANIM_PRONE &&
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@@ -18,6 +18,7 @@
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#include "opplist.h"
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#include "opplist.h"
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#include "Interface.h"
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#include "Interface.h"
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#include "Tactical Save.h"
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#include "Tactical Save.h"
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#include <Soldier macros.h>
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|
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#define AI_LIST_SIZE TOTAL_SOLDIERS
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#define AI_LIST_SIZE TOTAL_SOLDIERS
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|
|
||||||
@@ -180,7 +181,7 @@ BOOLEAN InsertIntoAIList( UINT8 ubID, INT8 bPriority )
|
|||||||
|
|
||||||
BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount, BOOLEAN fDoRandomChecks )
|
BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount, BOOLEAN fDoRandomChecks )
|
||||||
{
|
{
|
||||||
if ( (gTacticalStatus.bBoxingState == BOXING) && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
|
if ( (gTacticalStatus.bBoxingState == BOXING) && !BOXER(pSoldier) )
|
||||||
{
|
{
|
||||||
return( FALSE );
|
return( FALSE );
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -418,7 +418,7 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
|
|||||||
if (IS_MERC_BODY_TYPE(pSoldier) &&
|
if (IS_MERC_BODY_TYPE(pSoldier) &&
|
||||||
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
||||||
!InWaterGasOrSmoke(pSoldier, pSoldier->sGridNo) &&
|
!InWaterGasOrSmoke(pSoldier, pSoldier->sGridNo) &&
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
|
!BOXER(pSoldier) &&
|
||||||
!TileIsOutOfBounds(sClosestThreat) &&
|
!TileIsOutOfBounds(sClosestThreat) &&
|
||||||
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
|
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
|
||||||
{
|
{
|
||||||
@@ -1474,7 +1474,7 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
|
|||||||
|
|
||||||
if (sClosestOpponent == NOWHERE ||
|
if (sClosestOpponent == NOWHERE ||
|
||||||
iRange < iClosestRange ||
|
iRange < iClosestRange ||
|
||||||
pClosestOpponent && !pClosestOpponent->IsZombie() && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
|
pClosestOpponent && !pClosestOpponent->IsZombie() && !BOXER(pSoldier) && pClosestOpponent->stats.bLife < OKLIFE && pOpponent->stats.bLife >= OKLIFE)
|
||||||
{
|
{
|
||||||
iClosestRange = iRange;
|
iClosestRange = iRange;
|
||||||
sClosestOpponent = sGridNo;
|
sClosestOpponent = sGridNo;
|
||||||
@@ -2670,7 +2670,7 @@ INT32 CalcManThreatValue( SOLDIERTYPE *pEnemy, INT32 sMyGrid, UINT8 ubReduceForC
|
|||||||
}
|
}
|
||||||
|
|
||||||
// in boxing mode, let only a boxer be considered a threat.
|
// in boxing mode, let only a boxer be considered a threat.
|
||||||
if ( (gTacticalStatus.bBoxingState == BOXING) && !(pEnemy->flags.uiStatusFlags & SOLDIER_BOXER) )
|
if ( (gTacticalStatus.bBoxingState == BOXING) && !BOXER(pEnemy) )
|
||||||
{
|
{
|
||||||
iThreatValue = -999;
|
iThreatValue = -999;
|
||||||
return( iThreatValue );
|
return( iThreatValue );
|
||||||
@@ -4803,7 +4803,7 @@ BOOLEAN ValidOpponent(SOLDIERTYPE* pSoldier, SOLDIERTYPE* pOpponent)
|
|||||||
pSoldier->bSide == pOpponent->bSide ||
|
pSoldier->bSide == pOpponent->bSide ||
|
||||||
pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY ||
|
pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY ||
|
||||||
(pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle(pOpponent->bVehicleID) == 0) ||
|
(pOpponent->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle(pOpponent->bVehicleID) == 0) ||
|
||||||
gTacticalStatus.bBoxingState == BOXING && (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && !(pOpponent->flags.uiStatusFlags & SOLDIER_BOXER) ||
|
gTacticalStatus.bBoxingState == BOXING && BOXER(pSoldier) && !BOXER(pOpponent) ||
|
||||||
pOpponent->ubBodyType == CROW)
|
pOpponent->ubBodyType == CROW)
|
||||||
{
|
{
|
||||||
return FALSE;
|
return FALSE;
|
||||||
@@ -4913,7 +4913,7 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
|
|||||||
if (!IS_MERC_BODY_TYPE(pSoldier) ||
|
if (!IS_MERC_BODY_TYPE(pSoldier) ||
|
||||||
pSoldier->aiData.bNeutral ||
|
pSoldier->aiData.bNeutral ||
|
||||||
fCivilian ||
|
fCivilian ||
|
||||||
pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ||
|
BOXER(pSoldier) ||
|
||||||
ARMED_VEHICLE(pSoldier) ||
|
ARMED_VEHICLE(pSoldier) ||
|
||||||
pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ||
|
pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ||
|
||||||
AM_A_ROBOT(pSoldier) ||
|
AM_A_ROBOT(pSoldier) ||
|
||||||
|
|||||||
+14
-17
@@ -718,7 +718,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
|
|||||||
|
|
||||||
if ( gTacticalStatus.bBoxingState != NOT_BOXING )
|
if ( gTacticalStatus.bBoxingState != NOT_BOXING )
|
||||||
{
|
{
|
||||||
if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER)
|
if (BOXER(pSoldier))
|
||||||
{
|
{
|
||||||
if ( gTacticalStatus.bBoxingState == PRE_BOXING )
|
if ( gTacticalStatus.bBoxingState == PRE_BOXING )
|
||||||
{
|
{
|
||||||
@@ -2707,7 +2707,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
|
|||||||
!bInGas &&
|
!bInGas &&
|
||||||
pSoldier->CheckInitialAP() &&
|
pSoldier->CheckInitialAP() &&
|
||||||
!pSoldier->IsFlanking() &&
|
!pSoldier->IsFlanking() &&
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
|
!BOXER(pSoldier) &&
|
||||||
(CanNPCAttack(pSoldier) == TRUE))
|
(CanNPCAttack(pSoldier) == TRUE))
|
||||||
{
|
{
|
||||||
BestThrow.ubPossible = FALSE; // by default, assume Throwing isn't possible
|
BestThrow.ubPossible = FALSE; // by default, assume Throwing isn't possible
|
||||||
@@ -5195,7 +5195,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
}
|
}
|
||||||
|
|
||||||
INT8 bInWater, bInDeepWater, bInGas;
|
INT8 bInWater, bInDeepWater, bInGas;
|
||||||
if ( pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
|
if (BOXER(pSoldier) )
|
||||||
{
|
{
|
||||||
if ( gTacticalStatus.bBoxingState == PRE_BOXING )
|
if ( gTacticalStatus.bBoxingState == PRE_BOXING )
|
||||||
{
|
{
|
||||||
@@ -5304,7 +5304,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
{
|
{
|
||||||
bCanAttack = FALSE;
|
bCanAttack = FALSE;
|
||||||
}
|
}
|
||||||
else if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER)
|
else if (BOXER(pSoldier))
|
||||||
{
|
{
|
||||||
bCanAttack = TRUE;
|
bCanAttack = TRUE;
|
||||||
fTryPunching = TRUE;
|
fTryPunching = TRUE;
|
||||||
@@ -5318,7 +5318,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
{
|
{
|
||||||
if (fCivilian)
|
if (fCivilian)
|
||||||
{
|
{
|
||||||
if ( ( bCanAttack == NOSHOOT_NOWEAPON) && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) && pSoldier->ubBodyType != COW && pSoldier->ubBodyType != CRIPPLECIV && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
|
if ( ( bCanAttack == NOSHOOT_NOWEAPON) && !BOXER(pSoldier) && pSoldier->ubBodyType != COW && pSoldier->ubBodyType != CRIPPLECIV && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
|
||||||
{
|
{
|
||||||
// cower in fear!!
|
// cower in fear!!
|
||||||
if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
|
if ( pSoldier->flags.uiStatusFlags & SOLDIER_COWERING )
|
||||||
@@ -5806,7 +5806,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
|
|
||||||
if (BestStab.ubPossible)
|
if (BestStab.ubPossible)
|
||||||
{
|
{
|
||||||
if (!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER))
|
if (!BOXER(pSoldier))
|
||||||
{
|
{
|
||||||
// if we have not enough APs to deal at least two or three punches,
|
// if we have not enough APs to deal at least two or three punches,
|
||||||
// reduce the attack value as one punch ain't much
|
// reduce the attack value as one punch ain't much
|
||||||
@@ -5903,7 +5903,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
|
|
||||||
// cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
|
// cautious boxer approach, reserve AP for two attacks (only if not attacking from the back)
|
||||||
if (BestStab.ubPossible &&
|
if (BestStab.ubPossible &&
|
||||||
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
|
BOXER(pSoldier) &&
|
||||||
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 2 &&
|
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 2 &&
|
||||||
BestStab.ubOpponent != NOBODY &&
|
BestStab.ubOpponent != NOBODY &&
|
||||||
MercPtrs[BestStab.ubOpponent] &&
|
MercPtrs[BestStab.ubOpponent] &&
|
||||||
@@ -5920,7 +5920,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
|
|
||||||
// try to avoid frontal attack
|
// try to avoid frontal attack
|
||||||
if (BestStab.ubPossible &&
|
if (BestStab.ubPossible &&
|
||||||
(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
|
BOXER(pSoldier) &&
|
||||||
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 1 &&
|
SpacesAway(pSoldier->sGridNo, BestStab.sTarget) > 1 &&
|
||||||
BestStab.ubOpponent != NOBODY &&
|
BestStab.ubOpponent != NOBODY &&
|
||||||
MercPtrs[BestStab.ubOpponent] &&
|
MercPtrs[BestStab.ubOpponent] &&
|
||||||
@@ -6285,8 +6285,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
{
|
{
|
||||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Allow taking cover]"));
|
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Allow taking cover]"));
|
||||||
// okay, really got to wonder about this... could taking cover be an option?
|
// okay, really got to wonder about this... could taking cover be an option?
|
||||||
if (ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt &&
|
if (ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt && !BOXER(pSoldier) )
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
|
|
||||||
{
|
{
|
||||||
// make militia a bit more cautious
|
// make militia a bit more cautious
|
||||||
// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
|
// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
|
||||||
@@ -6323,7 +6322,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
|
|||||||
if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
|
if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
|
||||||
((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
|
((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
|
||||||
(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) &&
|
(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) &&
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
|
!BOXER(pSoldier) )
|
||||||
|| fAllowCoverCheck )
|
|| fAllowCoverCheck )
|
||||||
{
|
{
|
||||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Find cover]"));
|
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Find cover]"));
|
||||||
@@ -7004,7 +7003,7 @@ L_NEWAIM:
|
|||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
// BOXER CLOSE IN ON OPPONENT
|
// BOXER CLOSE IN ON OPPONENT
|
||||||
//////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////
|
||||||
if (pSoldier->flags.uiStatusFlags & SOLDIER_BOXER )
|
if (BOXER(pSoldier))
|
||||||
{
|
{
|
||||||
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
|
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
|
||||||
|
|
||||||
@@ -10071,8 +10070,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
|
|||||||
(RangeChangeDesire( pSoldier ) >= 4) )
|
(RangeChangeDesire( pSoldier ) >= 4) )
|
||||||
{
|
{
|
||||||
// okay, really got to wonder about this... could taking cover be an option?
|
// okay, really got to wonder about this... could taking cover be an option?
|
||||||
if ( ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt &&
|
if ( ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt && !BOXER(pSoldier) )
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
|
|
||||||
{
|
{
|
||||||
// make militia a bit more cautious
|
// make militia a bit more cautious
|
||||||
// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
|
// 3 (UINT16) CONVERSIONS HERE TO AVOID ERRORS. GOTTHARD 7/15/08
|
||||||
@@ -10103,9 +10101,8 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier )
|
|||||||
|
|
||||||
if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
|
if ( (ubCanMove && !SkipCoverCheck && !gfHiddenInterrupt &&
|
||||||
((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
|
((ubBestAttackAction == AI_ACTION_NONE) || pSoldier->aiData.bLastAttackHit) &&
|
||||||
(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) &&
|
(pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.fAIFlags & AI_RTP_OPTION_CAN_SEEK_COVER) && !BOXER(pSoldier)) ||
|
||||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER))
|
fAllowCoverCheck )
|
||||||
|| fAllowCoverCheck )
|
|
||||||
{
|
{
|
||||||
sBestCover = FindBestNearbyCover( pSoldier, pSoldier->aiData.bAIMorale, &iCoverPercentBetter );
|
sBestCover = FindBestNearbyCover( pSoldier, pSoldier->aiData.bAIMorale, &iCoverPercentBetter );
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user