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- Removed a CPU intensive AI calculation function which was used by HAM (thx to Headrock)
- Fixed some compilation warnings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2655 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+1
-1
@@ -198,7 +198,7 @@ INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen,
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SGPRect aRect;
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UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
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UINT8 *pDestBuf, *pSrcBuf;
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INT16 sButtonX, sButtonY, sBlankSpace;
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INT16 sButtonX, sButtonY;
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UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER;
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UINT8 ubFontColor, ubFontShadowColor;
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UINT16 usCursor;
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@@ -322,8 +322,6 @@ UINT32 MPJoinScreenShutdown( void )
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BOOLEAN EnterMPJScreen()
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{
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VOBJECT_DESC VObjectDesc;
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UINT16 cnt;
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UINT16 usPosY;
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if( gfMPJButtonsAllocated )
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return( TRUE );
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@@ -446,8 +444,6 @@ BOOLEAN EnterMPJScreen()
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BOOLEAN ExitMPJScreen()
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{
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UINT16 cnt;
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if( !gfMPJButtonsAllocated )
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return( TRUE );
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@@ -535,7 +531,6 @@ void HandleMPJScreen()
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BOOLEAN RenderMPJScreen()
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{
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HVOBJECT hPixHandle;
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UINT16 usPosY;
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//Get the main background screen graphic and blt it
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GetVideoObject(&hPixHandle, guiMPJMainBackGroundImage );
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@@ -223,8 +223,6 @@ UINT32 MPScoreScreenShutdown( void )
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BOOLEAN EnterMPSScreen()
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{
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VOBJECT_DESC VObjectDesc;
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UINT16 cnt;
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UINT16 usPosY;
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if( gfMPSButtonsAllocated )
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return( TRUE );
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@@ -290,8 +288,6 @@ BOOLEAN EnterMPSScreen()
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BOOLEAN ExitMPSScreen()
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{
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UINT16 cnt;
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if( !gfMPSButtonsAllocated )
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return( TRUE );
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@@ -7267,7 +7267,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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{
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if (ubPointsLost > APBPConstants[AP_MAX_SUPPRESSED])
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{
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ubPointsLost = APBPConstants[AP_MAX_SUPPRESSED];
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ubPointsLost = (UINT8)APBPConstants[AP_MAX_SUPPRESSED];
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}
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}
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@@ -232,7 +232,7 @@ INT16 FindBestCoverNearTheGridNo(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubS
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INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel);
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// HEADROCK HAM B2.7: Functions to assist group AI
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// WANNE: Headrock informed me that I should disable these 3 functions in code, because they need a lot of CPU during AI calculation.
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INT16 AssessTacticalSituation( INT8 bSide );
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BOOLEAN TeamSeesOpponent( INT8 bSide, SOLDIERTYPE * pOpponent );
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INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy );
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@@ -1950,8 +1950,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP ||
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(pSoldier->aiData.bNeutral && gTacticalStatus.fCivGroupHostile[pSoldier->ubCivilianGroup] == CIV_GROUP_NEUTRAL) ||
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(pSoldier->ubBodyType >= FATCIV && pSoldier->ubBodyType <= CRIPPLECIV) ) );
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// WANNE: Headrock informed me that I should remove that because it needs a lot of CPU!
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// HEADROCK HAM B2.7: Calculate the overall tactical situation
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INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide);
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//INT16 ubOverallTacticalSituation = AssessTacticalSituation(pSoldier->bSide);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("DecideActionRed: soldier orders = %d",pSoldier->aiData.bOrders));
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@@ -2319,7 +2321,7 @@ if(!is_networked)//hayden
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// current revamp of suppression fire.
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BOOLEAN fEnableAIAutofire = FALSE;
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if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
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if ( gGameExternalOptions.fIncreaseAISuppressionFire && ( ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 ) || (BestShot.ubPossible && BestShot.ubChanceToReallyHit < (INT16)PreRandom(100)) && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
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fEnableAIAutofire = TRUE;
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else if ( !gGameExternalOptions.fIncreaseAISuppressionFire && ( BestShot.ubPossible && BestShot.ubChanceToReallyHit < 50 && Menptr[BestShot.ubOpponent].pathing.bLevel == 0 && pSoldier->aiData.bOrders != SNIPER ))
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