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Little Alien
- Bug fix: STRAIGHT_RANGE was not initialized properly causing enemies become invisible Added changes from 2006-05-14 2 by Madd Mugsy - Added Lesh's Explosion data externalization code for exp. animations, sounds, etc. - Fixed some armor issues with ceramic plate-type attachments being attached to non-vest slots - Removed hard coded item indexes from sun goggle / night goggle swapping, now it picks the best possible goggles git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@71 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -64,7 +64,7 @@ UINT8 gubAICounter;
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//extern UINT8 gubDeadLockDelay;
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//#define DEADLOCK_DELAY 10000 //Madd - let's see what this does -- orig: 15000
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#define DEADLOCK_DELAY ( gGameExternalOptions.gubDeadLockDelay * 1000 )
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//#define DEADLOCK_DELAY ( gGameExternalOptions.gubDeadLockDelay * 1000 )
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// Very representing if this computer is the host, therefore controlling the ai
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extern BYTE gfAmIHost;
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@@ -474,7 +474,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier )
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if (gfTurnBasedAI)
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{
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if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > DEADLOCK_DELAY && !gfUIInDeadlock )
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if ( ( GetJA2Clock() - gTacticalStatus.uiTimeSinceMercAIStart ) > ( gGameExternalOptions.gubDeadLockDelay * 1000 ) && !gfUIInDeadlock )
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{
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// ATE: Display message that deadlock occured...
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LiveMessage( "Breaking Deadlock" );
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