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AI update (by sevenfm):
- removed AI_EXTRA_FLANKING option - LocationToLocationLineOfSightTest allows to check sight with specified height - IsActionAffordable allows to specify action to check without faking it - ClosestReachableDisturbance: correctly calculate path to each disturbance, added safety checks, update for noise checks - CalcMoraleNew: update - CalcBestShot: allow shooting at empty vehicles, but they have low priority - allow AI to fire at dying opponents to avoid AI decision problems - CheckIfShotPossible: allow any soldier with long range weapon to shoot in RED state (if he can hit) - Flanking update - WATCH decision update - removed distance check for HELP decision to allow vanilla behavior, don't help if seen enemy recently or under fire - suppression fire update - pick up item decision: check that location is safe git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8125 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+16
-13
@@ -77,19 +77,6 @@ INT8 FireBulletGivenTargetTrapOnly( SOLDIERTYPE* pThrower, OBJECTTYPE* pObj, INT
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#define CALC_FROM_WANTED_DIR -2
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#define NO_DISTANCE_LIMIT -3
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INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true, bool cthCalc = false );
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INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true );
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INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
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INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
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#define HEIGHT_UNITS 256
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#define HEIGHT_UNITS_PER_INDEX (HEIGHT_UNITS / PROFILE_Z_SIZE)
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#define MAX_STRUCTURE_HEIGHT 50
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@@ -154,6 +141,22 @@ BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * p
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#define CLOSE_TO_FIRER 25
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#define VERY_CLOSE_TO_FIRER 21
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INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS, bool adjustForSight = true, bool cthCalc = false );
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INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, INT8 bAware, int ubSightLimit = CALC_FROM_ALL_DIRS, bool adjustForSight = true );
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INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bStance, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
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// sevenfm: added start/end LOS heights
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INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos = STANDING_LOS_POS, FLOAT dEndPos = STANDING_LOS_POS);
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//INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit = CALC_FROM_ALL_DIRS );
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BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
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#ifdef LOS_DEBUG
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typedef struct LOSResults
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{
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