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Migrate +AI features
* Drink canteen * Jump through window * Use explosives * Use wirecutters
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@@ -106,6 +106,9 @@ typedef enum
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AI_ACTION_DOCTOR_SELF, // added by Flugente: AI-ONLY! bandage/surgery on self. DO NOT USE THIS FOR MERCS!!!
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AI_ACTION_SELFDETONATE, // added by Flugente: blow up an explosive in own inventory
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AI_ACTION_STOP_MEDIC, // sevenfm: stop giving aid animation
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AI_ACTION_DRINK_CANTEEN, // sevenfm: drink from canteen in inventory
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AI_ACTION_HANDLE_ITEM, // sevenfm: use item in hand
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AI_ACTION_PLANT_BOMB, // sevenfm: plant bomb using item in hand
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AI_ACTION_INVALID
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} ActionType;
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@@ -215,6 +218,7 @@ INT32 FindClosestDoor( SOLDIERTYPE * pSoldier );
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INT32 FindNearbyPointOnEdgeOfMap( SOLDIERTYPE * pSoldier, INT8 * pbDirection );
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INT32 FindNearestEdgePoint( INT32 sGridNo );
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INT32 FindNearestPassableSpot( INT32 sGridNo, UINT8 usSearchRadius = 5 );
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BOOLEAN FindFenceAroundSpot(INT32 sSpot);
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//Kris: Added these as I need specific searches on certain sides.
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enum
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@@ -312,6 +316,13 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent = NOWHERE
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UINT16 CountTeamUnderAttack(INT8 bTeam, INT32 sGridNo, INT16 sDistance);
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 sDistance);
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UINT16 CountPublicKnownEnemies(SOLDIERTYPE *pSoldier);
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UINT8 CountKnownEnemies(SOLDIERTYPE* pSoldier, INT32 sSpot, INT16 sDistance, INT8 bLevel = HEARD_THIS_TURN);
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UINT8 CountKnownEnemiesInRoom(SOLDIERTYPE* pSoldier, UINT16 usRoom);
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UINT8 CountFriendsInRoom(SOLDIERTYPE* pSoldier, UINT16 usRoom);
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INT32 CountCorpsesInRoom(SOLDIERTYPE* pSoldier, UINT16 usRoomNo, INT8 bLevel);
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UINT16 RoomNo(INT32 sSpot);
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BOOLEAN SameRoom(INT32 sSpot1, INT32 sSpot2);
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BOOLEAN CheckWindow(INT32 sSpot, UINT8 ubDirection, BOOLEAN fAllowClosed);
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UINT8 SectorCurfew(BOOLEAN fNight);
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UINT8 TeamPercentKilled(INT8 bTeam);
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@@ -434,6 +445,7 @@ INT8 KnownPublicLevel(UINT8 bTeam, SoldierID ubOpponentID);
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#define TACTICAL_RANGE (gGameExternalOptions.ubStraightSightRange * STRAIGHT_RATIO * 2)
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#define TACTICAL_RANGE_CELL_COORDS TACTICAL_RANGE*CELL_X_SIZE
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#define BOMB_DETECTION_RANGE (TACTICAL_RANGE / 4)
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#define TACTICAL_RANGE_HALF (TACTICAL_RANGE / 2)
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#define TACTICAL_RANGE_CLOSE (TACTICAL_RANGE / 4)
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#define TACTICAL_RANGE_VERYCLOSE (TACTICAL_RANGE / 6)
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