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Render debug info in tactical
Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs. It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL. Unified rendering the debug info into one function, instead of several nearly identical ones. Ctrl + Shift + Z cycles through the different debug modes. Now it should be fairly easy to add more info modes like these two in the future.
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@@ -12,10 +12,6 @@
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extern INT16 gubAIPathCosts[19][19];
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#define AI_PATHCOST_RADIUS 9
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extern BOOLEAN gfDisplayCoverValues;
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//extern INT16 gsCoverValue[WORLD_MAX];
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extern INT16 * gsCoverValue;
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// AI actions
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enum CreatureCalls
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