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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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+10
-1
@@ -1793,6 +1793,14 @@ void AIDecideRadioAnimation( SOLDIERTYPE *pSoldier )
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return;
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}
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// sevenfm: only allow radio animation on initial red alert
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if (gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition || SectorJammed())
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{
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// don't play animation
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ActionDone(pSoldier);
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return;
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}
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switch( gAnimControl[ pSoldier->usAnimState ].ubEndHeight )
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{
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case ANIM_STAND:
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@@ -2555,7 +2563,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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if(bSlot != NO_SLOT)
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{
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ReloadGun( pSoldier, &(pSoldier->inv[pSoldier->aiData.usActionData]), &(pSoldier->inv[bSlot]) );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
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if (Chance(gGameExternalOptions.iChanceSayAnnoyingPhrase) || GetMagSize(&(pSoldier->inv[pSoldier->aiData.usActionData])) > 4)
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_RELOAD );
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ActionDone( pSoldier );
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}
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break;
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