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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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@@ -1621,7 +1621,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubDEDamageOfBombsAndMines) / 100.0f + 0.5f);
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}
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// Heavy Weapons trait bonus damage to tanks
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if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && ARMED_VEHICLE( pSoldier ) &&
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if ( HAS_SKILL_TRAIT( MercPtrs[ubOwner], HEAVY_WEAPONS_NT ) && (ARMED_VEHICLE( pSoldier ) || ENEMYROBOT( pSoldier )) &&
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Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL )
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{
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sNewWoundAmt = (INT16)(sNewWoundAmt * (100 + gSkillTraitValues.ubHWDamageTanksBonusPercent * NUM_SKILL_TRAITS( MercPtrs[ ubOwner ], HEAVY_WEAPONS_NT )) / 100.0f + 0.5f); // +30%
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@@ -1656,7 +1656,7 @@ BOOLEAN DamageSoldierFromBlast( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo
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;
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// we can loose stats due to being hit by the blast
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else if ( gGameOptions.fNewTraitSystem && Explosive[Item[usItem].ubClassIndex].ubType == EXPLOSV_NORMAL &&
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!AM_A_ROBOT( pSoldier ) && !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && !ARMED_VEHICLE( pSoldier ) &&
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!AM_A_ROBOT( pSoldier ) && !(pSoldier->flags.uiStatusFlags & SOLDIER_MONSTER) && !ARMED_VEHICLE( pSoldier ) && !ENEMYROBOT( pSoldier ) &&
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sNewWoundAmt > 2 && sNewWoundAmt < pSoldier->stats.bLife )
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{
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if ( PreRandom( sNewWoundAmt ) > gSkillTraitValues.ubDamageNeededToLoseStats )
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@@ -1923,7 +1923,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
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FLOAT fGasBreathDamageModifier = 1.0;
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INT8 bPosOfMask = NO_SLOT;
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if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->stats.bLife || AM_A_ROBOT( pSoldier ) )
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if (!pSoldier->bActive || !pSoldier->bInSector || !pSoldier->stats.bLife || AM_A_ROBOT( pSoldier ) || ENEMYROBOT( pSoldier ) )
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{
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return( fRecompileMovementCosts );
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}
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@@ -4732,7 +4732,7 @@ BOOLEAN SetOffBombsInGridNo( UINT8 ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8
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if ( !fAllBombs && ubID != NOBODY && Item[pObj->usItem].antitankmine )
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{
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// if this is not a vehicle, not a robot and not a tank, don't activate
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if ( !(MercPtrs[ubID]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ubID] ) && !ARMED_VEHICLE( MercPtrs[ubID] ) )
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if ( !(MercPtrs[ubID]->flags.uiStatusFlags & SOLDIER_VEHICLE) && !AM_A_ROBOT( MercPtrs[ubID] ) && !ARMED_VEHICLE( MercPtrs[ubID] ) && !ENEMYROBOT( MercPtrs[ubID] ) )
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continue;
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}
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