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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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@@ -117,7 +117,7 @@ void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier)
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DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("LoadWeaponIfNeeded: remove payload from its pocket, and add it as the hand weapon's first attachment"));
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// remove payload from its pocket, and add it as the hand weapon's first attachment
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if ( ARMED_VEHICLE( pSoldier ) )
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if ( ARMED_VEHICLE( pSoldier ) || ENEMYROBOT( pSoldier ) )
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{
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// don't remove ammo
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gTempObject = pSoldier->inv[bPayloadPocket];
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@@ -514,7 +514,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot)
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}
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// no crouched/prone if we are tank/using throwing knife/hip firing
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if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD || ARMED_VEHICLE( pSoldier ) || (Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) )
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if ( pSoldier->bScopeMode == USE_ALT_WEAPON_HOLD || ARMED_VEHICLE( pSoldier ) || ENEMYROBOT( pSoldier ) || (Item[pSoldier->usAttackingWeapon].usItemClass & IC_THROWING_KNIFE) )
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continue;
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// --------- Crouched ---------
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@@ -1159,7 +1159,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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Explosive[Item[usGrenade].ubClassIndex].ubType != EXPLOSV_CREATUREGAS &&
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Explosive[Item[usGrenade].ubClassIndex].ubType != EXPLOSV_BURNABLEGAS &&
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Explosive[Item[usGrenade].ubClassIndex].ubType != EXPLOSV_SMOKE &&
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(ARMED_VEHICLE(pOpponent) || pOpponent->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT(pOpponent)))
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(ARMED_VEHICLE(pOpponent) || ENEMYROBOT(pOpponent) || pOpponent->flags.uiStatusFlags & SOLDIER_VEHICLE || AM_A_ROBOT(pOpponent)))
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{
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continue;
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}
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