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Switch scope mode to default for suppressed soldier if he uses alt weapon holding.
Improved AI path tweaks. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8715 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -8785,11 +8785,11 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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DebugAttackBusy( String("!!!!!!! Starting suppression, on %d\n", pSoldier->ubID ) );
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DebugAttackBusy( String("!!!!!!! Starting suppression, on %d\n", pSoldier->ubID ) );
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//gTacticalStatus.ubAttackBusyCount++;
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//gTacticalStatus.ubAttackBusyCount++;
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// make sure supressor ID is the same!
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// make sure suppressor ID is the same!
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pSoldier->ubSuppressorID = ubCausedAttacker;
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pSoldier->ubSuppressorID = ubCausedAttacker;
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}
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}
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// AI people will have to have their actions cancelled
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// AI people will have to have their actions canceled
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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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CancelAIAction( pSoldier, TRUE );
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CancelAIAction( pSoldier, TRUE );
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@@ -8809,6 +8809,12 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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gTacticalStatus.ubAttackBusyCount++;
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gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( String( "Attack busy %d due to suppression fire on %d\n", gTacticalStatus.ubAttackBusyCount, pSoldier->ubID ));
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DebugAttackBusy( String( "Attack busy %d due to suppression fire on %d\n", gTacticalStatus.ubAttackBusyCount, pSoldier->ubID ));
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// sevenfm: switch scope mode as alt holding can only be used in standing stance
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if (pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD)
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{
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pSoldier->bScopeMode = USE_BEST_SCOPE;
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}
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: change stance"));
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("HandleSuppressionFire: change stance"));
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pSoldier->ChangeSoldierStance( ubNewStance );
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pSoldier->ChangeSoldierStance( ubNewStance );
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+1
-1
@@ -3849,7 +3849,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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IS_MERC_BODY_TYPE(s) &&
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IS_MERC_BODY_TYPE(s) &&
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(InGasSpot(s, newLoc, bLevel) ||
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(InGasSpot(s, newLoc, bLevel) ||
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DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED) ||
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DeepWater(newLoc, bLevel) && (s->numFlanks == 0 || s->numFlanks >= MAX_FLANKS_RED) ||
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(s->aiData.bAlertStatus >= STATUS_RED && (s->aiData.bAttitude == CUNNINGSOLO || s->aiData.bAttitude == CUNNINGAID || s->aiData.bAIMorale < MORALE_FEARLESS)) &&
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s->bTeam == ENEMY_TEAM && s->aiData.bAlertStatus >= STATUS_RED && (s->aiData.bAttitude == CUNNINGSOLO || s->aiData.bAttitude == CUNNINGAID || s->aiData.bAIMorale < MORALE_FEARLESS) &&
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(InLightAtNight(newLoc, bLevel) || GetNearestRottingCorpseAIWarning(newLoc) > 0)))
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(InLightAtNight(newLoc, bLevel) || GetNearestRottingCorpseAIWarning(newLoc) > 0)))
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{
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{
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nextCost += 20;
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nextCost += 20;
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