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Convert to SoldierID
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+15
-15
@@ -130,20 +130,20 @@ typedef struct
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class ATTACKTYPE
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{
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public:
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UINT8 ubPossible; // is this attack form possible
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UINT16 ubOpponent; // which soldier is the victim
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UINT8 ubPossible; // is this attack form possible
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SoldierID ubOpponent; // which soldier is the victim
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//CHANGED STRUCTURE VALUE BY GOTTHARD 7/14/07
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INT16 ubAimTime; // how many extra APs to spend on aiming
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INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover
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INT16 ubAimTime; // how many extra APs to spend on aiming
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INT16 ubChanceToReallyHit; // chance to hit * chance to get through cover
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//END STRUCTURE CHANGE BY GOTTHARD 7/14/07
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INT16 ubAPCost; // how many APs the attack will use up
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INT32 iAttackValue; // relative worthiness of this type of attack
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INT32 sTarget; // target gridno of this attack
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INT8 bTargetLevel; // target level of this attack
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INT8 bWeaponIn; // the inv slot of the weapon in question
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INT8 bScopeMode; // SANDRO: added for scope mode and alternative weapon holding
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UINT8 ubStance; // recommended stance for attack
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UINT8 ubFriendlyFireChance; // highest chance to hit someone of our guys //dnl ch61 180813
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INT16 ubAPCost; // how many APs the attack will use up
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INT32 iAttackValue; // relative worthiness of this type of attack
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INT32 sTarget; // target gridno of this attack
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INT8 bTargetLevel; // target level of this attack
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INT8 bWeaponIn; // the inv slot of the weapon in question
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INT8 bScopeMode; // SANDRO: added for scope mode and alternative weapon holding
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UINT8 ubStance; // recommended stance for attack
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UINT8 ubFriendlyFireChance; // highest chance to hit someone of our guys //dnl ch61 180813
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ATTACKTYPE(void){ InitAttackType(this); }
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void InitAttackType(ATTACKTYPE *pAttack);
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@@ -212,7 +212,7 @@ void CreatureDecideAlertStatus( SOLDIERTYPE *pCreature );
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// sevenfm:
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void CheckTossSelfSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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void CheckTossFriendSmoke(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow);
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT16 ubOpponentID);
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void CheckTossAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, SoldierID ubOpponentID);
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INT32 FindTossSpotInDirection(INT32 sSpot, INT8 bLevel, INT32 sTargetSpot, BOOLEAN fCheckAdjacentDirections, BOOLEAN fCheckFarther);
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void CheckTossGrenadeAt(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow, INT32 sTargetSpot, INT8 bTargetLevel, UINT8 ubGrenadeType);
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@@ -254,7 +254,7 @@ INT32 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT32 sDesGrid, IN
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int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridno, UINT8 ubPathMode, UINT8 ubWaterOK, UINT8 fFlags);
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void LoadWeaponIfNeeded(SOLDIERTYPE *pSoldier);
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INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN * pfClimbingNecessary, BOOLEAN * pfReachable );
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INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc );
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INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, SoldierID * pubDesiredMerc );
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void NPCDoesAct(SOLDIERTYPE *pSoldier);
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void NPCDoesNothing(SOLDIERTYPE *pSoldier);
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INT8 OKToAttack(SOLDIERTYPE *ptr, int target);
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@@ -318,7 +318,7 @@ BOOLEAN GetBestAoEGridNo(SOLDIERTYPE *pSoldier, INT32* pGridNo, INT16 aRadius, U
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// Get the ID of the farthest opponent we can see, with an optional minimum range
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// puID - ID of the farthest opponent pSoldier can see
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// sRange - only return true and give an idea if opponent found is further away than this
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, UINT16 * puID, INT16 sRange);
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BOOLEAN GetFarthestOpponent(SOLDIERTYPE *pSoldier, SoldierID *puID, INT16 sRange);
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// are there more allies than friends in adjacent sectors?
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BOOLEAN MoreFriendsThanEnemiesinNearbysectors(UINT8 ausTeam, INT16 aX, INT16 aY, INT8 aZ);
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