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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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@@ -337,7 +337,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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(pOpponent->stats.bLife < OKLIFE ||
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pOpponent->bCollapsed && pOpponent->bBreath == 0 ||
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pOpponent->IsCowering() ||
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CoweringShockLevel(pOpponent) ||
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pOpponent->IsCowering() ||
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pOpponent->IsZombie() ||
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!IS_MERC_BODY_TYPE(pOpponent)))
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{
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@@ -1146,7 +1146,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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Explosive[Item[usGrenade].ubClassIndex].ubType == EXPLOSV_SMOKE &&
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(FindAIUsableObjClass(pOpponent, IC_GUN) == NO_SLOT ||
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(pSoldier->usAnimState == COWERING || pSoldier->usAnimState == COWERING_PRONE) ||
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CoweringShockLevel(pOpponent) > 50 ||
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pOpponent->ShockLevelPercent() > 50 ||
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EffectiveMarksmanship(pOpponent) < 90 && !IsScoped(&pOpponent->inv[HANDPOS]) && !pOpponent->aiData.bLastAttackHit))
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{
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continue;
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