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Add robots to enemy groups (by rftr).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8956 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1237,8 +1237,8 @@ INT32 ClosestReachableDisturbance(SOLDIERTYPE *pSoldier, BOOLEAN * pfChangeLevel
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continue;
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}
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// sevenfm: zombies do not attack vehicles
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if (pSoldier->IsZombie() && (ARMED_VEHICLE(pOpponent) || (pOpponent->flags.uiStatusFlags & SOLDIER_VEHICLE)))
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// sevenfm: zombies do not attack vehicles (rftr: or robots)
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if (pSoldier->IsZombie() && (AM_A_ROBOT(pOpponent) || ENEMYROBOT(pOpponent) || ARMED_VEHICLE(pOpponent) || (pOpponent->flags.uiStatusFlags & SOLDIER_VEHICLE)))
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{
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continue;
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}
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@@ -3031,6 +3031,7 @@ UINT8 SoldierDifficultyLevel( SOLDIERTYPE * pSoldier )
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bDifficulty = bDifficultyBase;
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break;
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case SOLDIER_CLASS_ROBOT:
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case SOLDIER_CLASS_ELITE:
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bDifficulty = bDifficultyBase + 1;
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break;
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@@ -3476,7 +3477,7 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
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continue;
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// this is not for tanks
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if ( ARMED_VEHICLE( pFriend ) )
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if ( ARMED_VEHICLE( pFriend ) || ENEMYROBOT( pFriend ))
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continue;
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// skip if this guy is dead
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@@ -3529,7 +3530,7 @@ UINT8 GetClosestWoundedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
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continue;
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// this is not for tanks
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if ( ARMED_VEHICLE( pFriend ) )
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if ( ARMED_VEHICLE( pFriend ) || ENEMYROBOT( pFriend ) )
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continue;
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// skip if this guy is dead, or not wounded (enough)
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@@ -3578,7 +3579,7 @@ UINT8 GetClosestMedicSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTe
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continue;
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// this is not for tanks
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if ( ARMED_VEHICLE( pFriend ) )
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if ( ARMED_VEHICLE( pFriend ) || ENEMYROBOT( pFriend ) )
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continue;
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// skip this guy if he is dead or unconscious
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@@ -4907,7 +4908,8 @@ BOOLEAN SoldierAI(SOLDIERTYPE *pSoldier)
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pSoldier->flags.uiStatusFlags & SOLDIER_BOXER ||
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ARMED_VEHICLE(pSoldier) ||
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pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ||
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AM_A_ROBOT(pSoldier))
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AM_A_ROBOT(pSoldier) ||
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ENEMYROBOT(pSoldier))
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return FALSE;
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return TRUE;
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