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- UseGunNCTH: initialize fBuckshot
- CreatureDecideActionBlack: use CreatureDecideActionRed instead of DecideActionRed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8468 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1772,7 +1772,7 @@ BOOLEAN UseGunNCTH( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo )
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FLOAT dTargetY;
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FLOAT dTargetY;
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FLOAT dTargetZ;
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FLOAT dTargetZ;
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UINT16 usItemNum;
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UINT16 usItemNum;
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BOOLEAN fBuckshot;
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BOOLEAN fBuckshot = 0;
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UINT8 ubVolume;
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UINT8 ubVolume;
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CHAR8 zBurstString[512];
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CHAR8 zBurstString[512];
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UINT8 ubDirection;
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UINT8 ubDirection;
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@@ -1171,7 +1171,7 @@ INT8 CreatureDecideActionBlack( SOLDIERTYPE * pSoldier )
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#endif
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#endif
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// then make decision as if at alert status RED, but make sure
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// then make decision as if at alert status RED, but make sure
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// we don't try to SEEK OPPONENT the unconscious guy!
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// we don't try to SEEK OPPONENT the unconscious guy!
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return(DecideActionRed(pSoldier,FALSE));
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return(CreatureDecideActionRed(pSoldier,FALSE));
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}
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}
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// else kill the guy, he could be the last opponent alive in this sector
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// else kill the guy, he could be the last opponent alive in this sector
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}
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}
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