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- Added an ini option (ALL_NAMED_NPCS_DECIDE_ACTION) which enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such NPCs are not required to be in CIV_TEAM anymore. (by Realist)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5720 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1289,6 +1289,10 @@ void LoadGameExternalOptions()
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gGameExternalOptions.fNoEnemyAutoReadyWeapon = iniReader.ReadInteger("Tactical Gameplay Settings", "NO_ENEMY_AUTOMATIC_WEAPON_READYING", 1, 0, 2);
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// enable schedules and decision making for any named npc regardless of their team
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gGameExternalOptions.fAllNamedNpcsDecideAction = iniReader.ReadBoolean("Tactical Gameplay Settings", "ALL_NAMED_NPCS_DECIDE_ACTION", FALSE);
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//################# Tactical Cover System Settings ##################
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// CPT: Cover System Settings
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@@ -344,6 +344,7 @@ typedef struct
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BOOLEAN fAllowInstantInterruptsOnSight;
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BOOLEAN fNoEnemyAutoReadyWeapon;
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BOOLEAN fAllNamedNpcsDecideAction;
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UINT16 usAwardSpecialExpForQuests;
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@@ -813,7 +813,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// if real-time, and not in the way, do nothing 90% of the time (for GUARDS!)
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// unless in water (could've started there), then we better swim to shore!
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if (fCivilian)
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if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
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{
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// special stuff for civs
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@@ -1427,7 +1427,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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return( ZombieDecideActionYellow(pSoldier) );
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#endif
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if (fCivilian)
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if (fCivilian || (gGameExternalOptions.fAllNamedNpcsDecideAction && pSoldier->ubProfile != NO_PROFILE))
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{
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if (pSoldier->flags.uiStatusFlags & SOLDIER_COWERING)
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{
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