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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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@@ -566,9 +566,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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{
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// successfully moved to roof!
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// fake setting action to climb roof and see if we can afford this
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pSoldier->aiData.bAction = AI_ACTION_CLIMB_ROOF;
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if (IsActionAffordable(pSoldier))
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if (IsActionAffordable(pSoldier, AI_ACTION_CLIMB_ROOF))
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{
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// set action to none and next action to climb roof so we do that next
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pSoldier->aiData.bAction = AI_ACTION_NONE;
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