mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New option AI_MOVEMENT_MODE enables AI movement mode tweaks.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8734 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-1
@@ -2274,11 +2274,12 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fImprovedAutoFastForward = iniReader.ReadBoolean("Clock Settings","IMPROVED_AUTO_FAST_FORWARD", TRUE);
|
||||
|
||||
// sevenfm: tactical AI
|
||||
gGameExternalOptions.fAITacticalRetreat = iniReader.ReadBoolean("Tactical AI Settings", "AI_TACTICAL_RETREAT", FALSE);
|
||||
gGameExternalOptions.fAIYellowFlanking = iniReader.ReadBoolean("Tactical AI Settings", "AI_YELLOW_FLANKING", FALSE);
|
||||
gGameExternalOptions.fAIExtraSuppression = iniReader.ReadBoolean("Tactical AI Settings", "AI_EXTRA_SUPPRESSION", FALSE);
|
||||
gGameExternalOptions.fAINewMorale = iniReader.ReadBoolean("Tactical AI Settings", "AI_NEW_MORALE", FALSE);
|
||||
gGameExternalOptions.fAIBetterCover = iniReader.ReadBoolean("Tactical AI Settings", "AI_BETTER_COVER", FALSE);
|
||||
gGameExternalOptions.fAITacticalRetreat = iniReader.ReadBoolean("Tactical AI Settings", "AI_TACTICAL_RETREAT", FALSE);
|
||||
gGameExternalOptions.fAIMovementMode = iniReader.ReadBoolean("Tactical AI Settings", "AI_MOVEMENT_MODE", FALSE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
+6
-5
@@ -889,11 +889,7 @@ typedef struct
|
||||
BOOLEAN bAllowSpecialExplosiveAttachments;
|
||||
BOOLEAN fDelayedGrenadeExplosion;
|
||||
INT16 iChanceSayAnnoyingPhrase;
|
||||
BOOLEAN bNewTacticalAIBehavior;
|
||||
BOOLEAN fAIYellowFlanking;
|
||||
BOOLEAN fAIExtraSuppression;
|
||||
BOOLEAN fAINewMorale;
|
||||
BOOLEAN fAIBetterCover;
|
||||
BOOLEAN bNewTacticalAIBehavior;
|
||||
FLOAT uShotHeadPenalty;
|
||||
FLOAT fShotHeadMultiplier;
|
||||
INT16 iPenaltyShootUnSeen;
|
||||
@@ -1540,7 +1536,12 @@ typedef struct
|
||||
UINT8 ubAPSharedAmongPassengersAndVehicleScale;
|
||||
|
||||
// sevenfm: AI settings
|
||||
BOOLEAN fAIYellowFlanking;
|
||||
BOOLEAN fAIExtraSuppression;
|
||||
BOOLEAN fAINewMorale;
|
||||
BOOLEAN fAIBetterCover;
|
||||
BOOLEAN fAITacticalRetreat;
|
||||
BOOLEAN fAIMovementMode;
|
||||
|
||||
} GAME_EXTERNAL_OPTIONS;
|
||||
|
||||
|
||||
+246
-53
@@ -347,13 +347,19 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
|
||||
else if ( CREATURE_OR_BLOODCAT( pSoldier ) )
|
||||
{
|
||||
if (pSoldier->aiData.bAlertStatus == STATUS_GREEN)
|
||||
{
|
||||
return( WALKING );
|
||||
}
|
||||
else
|
||||
{
|
||||
return( RUNNING );
|
||||
}
|
||||
}
|
||||
// zombies always run if they know enemy location
|
||||
else if (gGameExternalOptions.fAIMovementMode &&
|
||||
pSoldier->IsZombie() &&
|
||||
IS_MERC_BODY_TYPE(pSoldier))
|
||||
{
|
||||
if (!TileIsOutOfBounds(ClosestKnownOpponent(pSoldier, NULL, NULL)))
|
||||
return RUNNING;
|
||||
else
|
||||
return WALKING;
|
||||
}
|
||||
else if (pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CROW)
|
||||
{
|
||||
@@ -365,6 +371,20 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
|
||||
{
|
||||
return( WALKING );
|
||||
}
|
||||
|
||||
// if soldier is already crouched/prone, use SWATTING
|
||||
if ((pSoldier->aiData.fAIFlags & AI_CAUTIOUS) &&
|
||||
gGameExternalOptions.fAIMovementMode &&
|
||||
IS_MERC_BODY_TYPE(pSoldier) &&
|
||||
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM) &&
|
||||
gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH)
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
if ((pSoldier->aiData.fAIFlags & AI_CAUTIOUS) && (MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] == RUNNING))
|
||||
{
|
||||
return(WALKING);
|
||||
}
|
||||
else if ( bAction == AI_ACTION_SEEK_NOISE && pSoldier->bTeam == CIV_TEAM && !IS_MERC_BODY_TYPE( pSoldier ) )
|
||||
{
|
||||
return( WALKING );
|
||||
@@ -375,6 +395,177 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
|
||||
}
|
||||
else
|
||||
{
|
||||
// sevenfm: movement mode tweaks
|
||||
if (gGameExternalOptions.fAIMovementMode)
|
||||
{
|
||||
INT32 sClosestThreat = ClosestKnownOpponent(pSoldier, NULL, NULL);
|
||||
|
||||
// use walking mode if no enemy known
|
||||
if (pSoldier->aiData.bAlertStatus < STATUS_RED &&
|
||||
TileIsOutOfBounds(sClosestThreat) &&
|
||||
!pSoldier->aiData.bUnderFire &&
|
||||
(bAction == AI_ACTION_SEEK_FRIEND || bAction == AI_ACTION_SEEK_NOISE || bAction == AI_ACTION_TAKE_COVER))
|
||||
{
|
||||
return WALKING;
|
||||
}
|
||||
|
||||
// use swatting when blinded
|
||||
if (IS_MERC_BODY_TYPE(pSoldier) &&
|
||||
pSoldier->bBlindedCounter > 0)
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
if (IS_MERC_BODY_TYPE(pSoldier) &&
|
||||
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
||||
!InWaterGasOrSmoke(pSoldier, pSoldier->sGridNo) &&
|
||||
!(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) &&
|
||||
!TileIsOutOfBounds(sClosestThreat) &&
|
||||
(pSoldier->bTeam == ENEMY_TEAM || pSoldier->bTeam == MILITIA_TEAM))
|
||||
{
|
||||
INT16 sDistanceVisible = VISION_RANGE;
|
||||
INT32 iRCD = RangeChangeDesire(pSoldier);
|
||||
|
||||
// use running when in light at night
|
||||
if (NightTime() &&
|
||||
InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
|
||||
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
||||
bAction == AI_ACTION_GET_CLOSER ||
|
||||
bAction == AI_ACTION_SEEK_FRIEND ||
|
||||
bAction == AI_ACTION_TAKE_COVER))
|
||||
{
|
||||
return RUNNING;
|
||||
}
|
||||
|
||||
// use swatting for seeking at night or when soldier is already crouched
|
||||
if (!InLightAtNight(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
|
||||
pSoldier->aiData.bAlertStatus == STATUS_RED &&
|
||||
iRCD < 4 &&
|
||||
!pSoldier->aiData.bUnderFire &&
|
||||
pSoldier->aiData.bShock == 0 &&
|
||||
!GuySawEnemy(pSoldier) &&
|
||||
(NightTime() || gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH) &&
|
||||
CountNearbyFriends(pSoldier, pSoldier->sGridNo, TACTICAL_RANGE / 4) < 3 &&
|
||||
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
|
||||
CountFriendsBlack(pSoldier) == 0 &&
|
||||
bAction == AI_ACTION_SEEK_OPPONENT)
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
// use swatting for taking cover
|
||||
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
|
||||
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8 &&
|
||||
(pSoldier->aiData.bUnderFire && iRCD < 4 ||
|
||||
pSoldier->aiData.bShock > 2 * iRCD ||
|
||||
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE) &&
|
||||
!pSoldier->aiData.bLastAttackHit &&
|
||||
bAction == AI_ACTION_TAKE_COVER)
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
// use SWATTING when under fire
|
||||
if (pSoldier->aiData.bAlertStatus >= STATUS_RED &&
|
||||
(pSoldier->aiData.bShock > iRCD && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 2 ||
|
||||
pSoldier->aiData.bShock > 0 && gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4) &&
|
||||
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) < 3 * sDistanceVisible / 2 &&
|
||||
gAnimControl[pSoldier->usAnimState].ubEndHeight <= ANIM_CROUCH &&
|
||||
!pSoldier->aiData.bLastAttackHit &&
|
||||
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
||||
bAction == AI_ACTION_GET_CLOSER ||
|
||||
bAction == AI_ACTION_SEEK_FRIEND ||
|
||||
bAction == AI_ACTION_TAKE_COVER))
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
// use SWATTING when in a room and seen enemy recently or under fire
|
||||
if (InARoom(pSoldier->sGridNo, NULL) &&
|
||||
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
||||
(pSoldier->aiData.bOrders == SNIPER ||
|
||||
pSoldier->aiData.bOrders == STATIONARY ||
|
||||
(GuySawEnemy(pSoldier) || pSoldier->aiData.bShock > 0) && iRCD < 4) &&
|
||||
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
|
||||
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
||||
bAction == AI_ACTION_GET_CLOSER ||
|
||||
bAction == AI_ACTION_SEEK_FRIEND ||
|
||||
bAction == AI_ACTION_TAKE_COVER ||
|
||||
bAction == AI_ACTION_SEEK_NOISE))
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
// use swatting/crawling for snipers on roof or when under fire
|
||||
if (pSoldier->pathing.bLevel > 0 &&
|
||||
pSoldier->aiData.bAlertStatus >= STATUS_YELLOW &&
|
||||
(pSoldier->aiData.bOrders == SNIPER ||
|
||||
pSoldier->aiData.bOrders == STATIONARY ||
|
||||
pSoldier->aiData.bShock > 0 && iRCD < 4) &&
|
||||
PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 4 &&
|
||||
(bAction == AI_ACTION_SEEK_OPPONENT ||
|
||||
bAction == AI_ACTION_GET_CLOSER ||
|
||||
bAction == AI_ACTION_SEEK_FRIEND ||
|
||||
bAction == AI_ACTION_TAKE_COVER ||
|
||||
bAction == AI_ACTION_SEEK_NOISE))
|
||||
{
|
||||
return SWATTING;
|
||||
}
|
||||
|
||||
// use running for taking cover when not under attack
|
||||
if (!pSoldier->aiData.bUnderFire &&
|
||||
bAction == AI_ACTION_TAKE_COVER &&
|
||||
pSoldier->bInitialActionPoints > APBPConstants[AP_MINIMUM] &&
|
||||
(!InARoom(pSoldier->sGridNo, NULL) || PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > sDistanceVisible * 2) &&
|
||||
pSoldier->aiData.bAIMorale >= MORALE_NORMAL &&
|
||||
pSoldier->bBreath > 25 &&
|
||||
pSoldier->pathing.bLevel == 0 &&
|
||||
pSoldier->aiData.bOrders != STATIONARY &&
|
||||
pSoldier->aiData.bOrders != SNIPER &&
|
||||
(gAnimControl[pSoldier->usAnimState].ubEndHeight > ANIM_PRONE || pSoldier->bActionPoints > APBPConstants[AP_MINIMUM]))
|
||||
{
|
||||
return RUNNING;
|
||||
}
|
||||
|
||||
// decide movement mode when getting closer
|
||||
if (bAction == AI_ACTION_GET_CLOSER)
|
||||
{
|
||||
if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_STAND)
|
||||
{
|
||||
if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK)
|
||||
return WALKING;
|
||||
else
|
||||
return RUNNING;
|
||||
}
|
||||
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_CROUCH)
|
||||
{
|
||||
if (WeaponReady(pSoldier) && !pSoldier->aiData.bUnderFire && pSoldier->aiData.bAlertStatus == STATUS_BLACK ||
|
||||
pSoldier->aiData.bUnderFire && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
|
||||
return SWATTING;
|
||||
else
|
||||
return RUNNING;
|
||||
}
|
||||
else if (gAnimControl[pSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
|
||||
{
|
||||
if (pSoldier->aiData.bUnderFire && !pSoldier->aiData.bLastAttackHit && PythSpacesAway(pSoldier->sGridNo, sClosestThreat) > (INT16)TACTICAL_RANGE / 8)
|
||||
return SWATTING;
|
||||
else
|
||||
return RUNNING;
|
||||
}
|
||||
}
|
||||
|
||||
// use walking/swatting when flanking in realtime
|
||||
if (AICheckIsFlanking(pSoldier) && !gfTurnBasedAI)
|
||||
{
|
||||
if (NightTime())
|
||||
return SWATTING;
|
||||
|
||||
if (pSoldier->bBreath < pSoldier->bBreathMax / 2)
|
||||
return WALKING;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return( MovementMode[bAction][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]] );
|
||||
}
|
||||
}
|
||||
@@ -382,83 +573,85 @@ UINT16 DetermineMovementMode( SOLDIERTYPE * pSoldier, INT8 bAction )
|
||||
|
||||
void NewDest(SOLDIERTYPE *pSoldier, INT32 usGridNo)
|
||||
{
|
||||
// ATE: Setting sDestination? Tis does not make sense...
|
||||
//pSoldier->pathing.sDestination = usGridNo;
|
||||
BOOLEAN fSet = FALSE;
|
||||
|
||||
if ( IS_MERC_BODY_TYPE( pSoldier ) && pSoldier->aiData.bAction == AI_ACTION_TAKE_COVER && (pSoldier->aiData.bAttitude == DEFENSIVE || pSoldier->aiData.bAttitude == CUNNINGSOLO || pSoldier->aiData.bAttitude == CUNNINGAID ) && (SoldierDifficultyLevel( pSoldier ) >= 2) )
|
||||
// sevenfm: always use DetermineMovementMode with new code
|
||||
if (gGameExternalOptions.fAIMovementMode)
|
||||
{
|
||||
UINT16 usMovementMode;
|
||||
|
||||
// getting real movement anim for someone who is going to take cover, not just considering
|
||||
usMovementMode = MovementMode[AI_ACTION_TAKE_COVER][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]];
|
||||
if ( usMovementMode != SWATTING )
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, pSoldier->aiData.bAction);
|
||||
// check for non merc bodytypes
|
||||
if ((pSoldier->usUIMovementMode == SWATTING || pSoldier->usUIMovementMode == SWATTING_WK) && !IS_MERC_BODY_TYPE(pSoldier))
|
||||
{
|
||||
// really want to look at path, see how far we could get on path while swatting
|
||||
if ( EnoughPoints( pSoldier, RecalculatePathCost( pSoldier, SWATTING ), 0, FALSE ) || (pSoldier->aiData.bLastAction == AI_ACTION_TAKE_COVER && pSoldier->usUIMovementMode == SWATTING ) )
|
||||
pSoldier->usUIMovementMode = WALKING;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// ATE: Setting sDestination? Tis does not make sense...
|
||||
//pSoldier->pathing.sDestination = usGridNo;
|
||||
BOOLEAN fSet = FALSE;
|
||||
|
||||
if (IS_MERC_BODY_TYPE(pSoldier) && pSoldier->aiData.bAction == AI_ACTION_TAKE_COVER && (pSoldier->aiData.bAttitude == DEFENSIVE || pSoldier->aiData.bAttitude == CUNNINGSOLO || pSoldier->aiData.bAttitude == CUNNINGAID) && (SoldierDifficultyLevel(pSoldier) >= 2))
|
||||
{
|
||||
UINT16 usMovementMode;
|
||||
|
||||
// getting real movement anim for someone who is going to take cover, not just considering
|
||||
usMovementMode = MovementMode[AI_ACTION_TAKE_COVER][Urgency[pSoldier->aiData.bAlertStatus][pSoldier->aiData.bAIMorale]];
|
||||
if (usMovementMode != SWATTING)
|
||||
{
|
||||
pSoldier->usUIMovementMode = SWATTING;
|
||||
// really want to look at path, see how far we could get on path while swatting
|
||||
if (EnoughPoints(pSoldier, RecalculatePathCost(pSoldier, SWATTING), 0, FALSE) || (pSoldier->aiData.bLastAction == AI_ACTION_TAKE_COVER && pSoldier->usUIMovementMode == SWATTING))
|
||||
{
|
||||
pSoldier->usUIMovementMode = SWATTING;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usUIMovementMode = usMovementMode;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usUIMovementMode = usMovementMode;
|
||||
}
|
||||
fSet = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usUIMovementMode = usMovementMode;
|
||||
}
|
||||
fSet = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pSoldier->bTeam == ENEMY_TEAM && pSoldier->aiData.bAlertStatus == STATUS_RED )
|
||||
{
|
||||
switch( pSoldier->aiData.bAction )
|
||||
if (pSoldier->bTeam == ENEMY_TEAM && pSoldier->aiData.bAlertStatus == STATUS_RED)
|
||||
{
|
||||
|
||||
switch (pSoldier->aiData.bAction)
|
||||
{
|
||||
case AI_ACTION_MOVE_TO_CLIMB:
|
||||
case AI_ACTION_RUN_AWAY:
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, pSoldier->aiData.bAction);
|
||||
fSet = TRUE;
|
||||
break;
|
||||
default:
|
||||
/* if ( PreRandom( 5 - SoldierDifficultyLevel( pSoldier ) ) == 0 )
|
||||
if (!fSet)
|
||||
{
|
||||
INT32 sClosestNoise = (INT16) MostImportantNoiseHeard( pSoldier, NULL, NULL, NULL );
|
||||
if ( !TileIsOutOfBounds(sClosestNoise) && PythSpacesAway( pSoldier->sGridNo, sClosestNoise ) < MaxDistanceVisible() + 10 )
|
||||
{
|
||||
pSoldier->usUIMovementMode = SWATTING;
|
||||
fSet = TRUE;
|
||||
}
|
||||
}*/
|
||||
if ( !fSet )
|
||||
{
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, pSoldier->aiData.bAction);
|
||||
fSet = TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode(pSoldier, pSoldier->aiData.bAction);
|
||||
fSet = TRUE;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
pSoldier->usUIMovementMode = DetermineMovementMode( pSoldier, pSoldier->aiData.bAction );
|
||||
fSet = TRUE;
|
||||
}
|
||||
|
||||
if ( pSoldier->usUIMovementMode == SWATTING && !IS_MERC_BODY_TYPE( pSoldier ) )
|
||||
{
|
||||
pSoldier->usUIMovementMode = WALKING;
|
||||
if (pSoldier->usUIMovementMode == SWATTING && !IS_MERC_BODY_TYPE(pSoldier))
|
||||
{
|
||||
pSoldier->usUIMovementMode = WALKING;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//pSoldier->EVENT_GetNewSoldierPath( pSoldier->pathing.sDestination, pSoldier->usUIMovementMode );
|
||||
// ATE: Using this more versitile version
|
||||
// Last paramater says whether to re-start the soldier's animation
|
||||
// ATE: Using this more versatile version
|
||||
// Last parameter says whether to re-start the soldier's animation
|
||||
// This should be done if buddy was paused for fNoApstofinishMove...
|
||||
pSoldier->EVENT_InternalGetNewSoldierPath( usGridNo, pSoldier->usUIMovementMode , FALSE, pSoldier->flags.fNoAPToFinishMove );
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -3784,7 +3977,7 @@ UINT8 CountFriendsBlack( SOLDIERTYPE *pSoldier, INT32 sClosestOpponent )
|
||||
//sFriendClosestOpponent = ClosestKnownOpponent( pFriend, NULL, NULL );
|
||||
sFriendClosestOpponent = ClosestSeenOpponent( pFriend, NULL, NULL );
|
||||
if(!TileIsOutOfBounds(sFriendClosestOpponent) &&
|
||||
PythSpacesAway( sClosestOpponent, sFriendClosestOpponent ) < DAY_VISION_RANGE / 4 &&
|
||||
PythSpacesAway( sClosestOpponent, sFriendClosestOpponent ) < (INT16)DAY_VISION_RANGE / 4 &&
|
||||
pFriend->aiData.bAlertStatus == STATUS_BLACK &&
|
||||
pFriend->stats.bLife > pFriend->stats.bLifeMax / 2 &&
|
||||
( GetNearestRottingCorpseAIWarning( pFriend->sGridNo ) == 0 && !InLightAtNight(pFriend->sGridNo, pFriend->pathing.bLevel) ||
|
||||
|
||||
Reference in New Issue
Block a user