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Convert to SoldierID
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@@ -119,7 +119,7 @@ void AICenterXY( INT32 sGridNo, FLOAT * pdX, FLOAT * pdY )
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*pdY = (FLOAT) (sYPos * CELL_Y_SIZE + CELL_Y_SIZE / 2);
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}
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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{
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// When considering a gridno for cover, we want to take into account cover if we
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// lie down, so we return the LOWEST chance to get through for that location.
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@@ -158,7 +158,7 @@ INT8 CalcWorstCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 sOp
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return( bWorstCTGT );
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}
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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{
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// When considering a gridno for cover, we want to take into account cover if we
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// lie down, so we return the LOWEST chance to get through for that location.
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@@ -192,7 +192,7 @@ INT8 CalcAverageCTGTForPosition( SOLDIERTYPE * pSoldier, UINT16 ubOppID, INT32 s
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}
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT16 ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, SoldierID ubOppID, INT32 sOppGridNo, INT8 bLevel, INT32 iMyAPsLeft )
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{
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// NOTE: CTGT stands for "ChanceToGetThrough..."
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@@ -592,7 +592,7 @@ INT32 CalcCoverValue(SOLDIERTYPE *pMe, INT32 sMyGridNo, INT32 iMyThreat, INT32 i
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UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo )
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{
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UINT8 ubLoop, ubCount;
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UINT16 ubWhoIsThere;
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SoldierID ubWhoIsThere;
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INT32 sTempGridNo;
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ubCount = 0;
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@@ -603,7 +603,7 @@ UINT8 NumberOfTeamMatesAdjacent( SOLDIERTYPE * pSoldier, INT32 sGridNo )
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if ( sTempGridNo != sGridNo )
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{
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ubWhoIsThere = WhoIsThere2( sTempGridNo, pSoldier->pathing.bLevel );
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if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID && MercPtrs[ ubWhoIsThere ]->bTeam == pSoldier->bTeam )
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if ( ubWhoIsThere != NOBODY && ubWhoIsThere != pSoldier->ubID && ubWhoIsThere->bTeam == pSoldier->bTeam )
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{
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ubCount++;
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}
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