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Fix for critical bug introduced in r9182: replace CoweringShockLevel check which calculates suppression tolerance every time, with IsCowering, which uses cowering animation check.
DrawBarsInUIBox: fix possible divide by zero. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9184 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -10907,21 +10907,23 @@ INT8 CheckStatusNearbyFriendliesSimple(SOLDIERTYPE *pSoldier)
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INT16 sDistance;
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INT16 sMinDistance = TACTICAL_RANGE / 4;
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if (!pSoldier || !IS_MERC_BODY_TYPE(pSoldier) || pSoldier->stats.bLife < OKLIFE || pSoldier->IsCowering() || pSoldier->IsUnconscious())
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if (!pSoldier || !pSoldier->bActive || TileIsOutOfBounds(pSoldier->sGridNo) || !IS_MERC_BODY_TYPE(pSoldier) || pSoldier->stats.bLife < OKLIFE || pSoldier->IsCowering() || pSoldier->IsUnconscious())
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{
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return 0;
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}
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// Run through each friendly.
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for (UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++)
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for (UINT8 ubFriend = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; ubFriend <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ubFriend ++)
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{
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pFriend = MercPtrs[ iCounter ];
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pFriend = MercPtrs[ ubFriend ];
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// Make sure that character is alive and active
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if (pFriend &&
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pFriend != pSoldier &&
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pFriend->bActive &&
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IS_MERC_BODY_TYPE(pFriend) &&
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!TileIsOutOfBounds(pFriend->sGridNo) &&
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//LocationToLocationLineOfSightTest(pSoldier->sGridNo, pSoldier->pathing.bLevel, pFriend->sGridNo, pFriend->pathing.bLevel, TRUE, CALC_FROM_ALL_DIRS))
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SoldierToSoldierLineOfSightTest(pSoldier, pFriend, TRUE, CALC_FROM_ALL_DIRS))
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{
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sDistance = PythSpacesAway(pSoldier->sGridNo, pFriend->sGridNo);
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