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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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@@ -272,7 +272,7 @@ INT16 GetBestLaserRange( OBJECTTYPE * pObj );
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INT16 GetBipodBonus( OBJECTTYPE * pObj );
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INT16 GetBurstToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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INT16 GetAutoToHitBonus( OBJECTTYPE * pObj, BOOLEAN fProneStance = FALSE );
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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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INT16 GetGearToHitBonus( SOLDIERTYPE * pSoldier );
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INT16 GetMinRangeForAimBonus( SOLDIERTYPE* pSoldier, OBJECTTYPE * pObj );
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