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FindNearestUngassedLand, FindNearbyDarkerSpot:
- optimization: don't check spots already checked in previous loop - increase max distance to 35, reduce to 25 if complex AI not allowed, reduce to 15 in realtime CanDragPerson: use world movement cost instead of LOS check. Say TAUNT_RELOAD, TAUNT_OUT_OF_AMMO taunts if mag size > 4 or Chance (CHANCE_SAY_ANNOYING_PHRASE). SpotDangerLevel: also check Water and CorpseWarning for danger level = 1. ManSeesMan: only call SetNewSituation if location or level are different to reduce frequency of AI re-evaluation. Only allow radio animation on initial red alert, if sector is not jammed. Press ESC to stop dragging. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8904 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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-3
@@ -10332,7 +10332,7 @@ INT16 GetBaseScopeAimBonus( OBJECTTYPE * pObj, INT32 iRange )
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}
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// Madd: check equipment for aim bonus (penalties)
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INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime )
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INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 sAimTime )
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{
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INT16 bonus=0;
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@@ -10340,10 +10340,10 @@ INT16 GetGearAimBonus( SOLDIERTYPE * pSoldier, INT32 iRange, INT16 ubAimTime )
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{
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OBJECTTYPE* pObj = &pSoldier->inv[j];
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if (pObj->exists() == true) {
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bonus += GetItemAimBonus( &Item[pSoldier->inv[j].usItem], iRange, ubAimTime );
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bonus += GetItemAimBonus( &Item[pSoldier->inv[j].usItem], iRange, sAimTime );
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter) {
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if(iter->exists()){
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bonus += GetItemAimBonus(&Item[iter->usItem],iRange,ubAimTime);
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bonus += GetItemAimBonus(&Item[iter->usItem],iRange, sAimTime);
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}
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}
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}
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