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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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@@ -2070,6 +2070,13 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// If soldier is not stationary, stop
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MercPtrs[ gusSelectedSoldier ]->StopSoldier( );
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*puiNewEvent = A_CHANGE_TO_MOVE;
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// sevenfm: also stop dragging
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if (MercPtrs[gusSelectedSoldier]->IsDraggingSomeone(false))
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{
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MercPtrs[gusSelectedSoldier]->CancelDrag();
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DirtyMercPanelInterface(MercPtrs[gusSelectedSoldier], DIRTYLEVEL2);
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}
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}
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// ATE: OK, stop any mercs who are moving by selection method....
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StopRubberBandedMercFromMoving( );
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