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Fix for AI opponent finding
AI will now ignore empty player vehicles and instead look for real threats. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6863 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23,6 +23,7 @@
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#include "lighting.h"
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#include "Soldier Create.h"
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#include "SkillCheck.h" // added by SANDRO
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#include "Vehicles.h" // added by silversurfer
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#endif
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//////////////////////////////////////////////////////////////////////////////
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@@ -1162,6 +1163,10 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
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continue; // next merc
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}
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// silversurfer: ignore empty vehicles
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if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
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continue;
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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@@ -1265,6 +1270,10 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
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continue; // next merc
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}
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// silversurfer: ignore empty vehicles
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if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
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continue;
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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@@ -1357,6 +1366,10 @@ INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8
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continue; // next merc
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}
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// silversurfer: ignore empty vehicles
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if ( pOpp->ubWhatKindOfMercAmI == MERC_TYPE__VEHICLE && GetNumberInVehicle( pOpp->bVehicleID ) == 0 )
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continue;
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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