-made snipers more like ONGUARD guys than STATIONARY guys

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@252 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-06-17 20:15:40 +00:00
parent 367f70176d
commit e1224183c7
+8 -8
View File
@@ -1029,7 +1029,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
*/ */
case FARPATROL: iChance += +25; break; case FARPATROL: iChance += +25; break;
case SEEKENEMY: iChance += -10; break; case SEEKENEMY: iChance += -10; break;
case SNIPER: iChance += -20; break; case SNIPER: iChance += -15; break;
} }
// modify chance of patrol (and whether it's a sneaky one) by attitude // modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1099,7 +1099,7 @@ BOOLEAN fCivilian = (PTR_CIVILIAN && (pSoldier->ubCivilianGroup == NON_CIV_GROUP
case POINTPATROL: iChance = -10; break; case POINTPATROL: iChance = -10; break;
case FARPATROL: iChance += +20; break; case FARPATROL: iChance += +20; break;
case SEEKENEMY: iChance += -10; break; case SEEKENEMY: iChance += -10; break;
case SNIPER: iChance += -20; break; case SNIPER: iChance += -15; break;
} }
// modify for attitude // modify for attitude
@@ -1399,7 +1399,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: break; case POINTPATROL: break;
case FARPATROL: iChance += -10; break; case FARPATROL: iChance += -10; break;
case SEEKENEMY: iChance += -20; break; case SEEKENEMY: iChance += -20; break;
case SNIPER: iChance += -20; break; //Madd: sniper contacts are supposed to be automatically reported case SNIPER: iChance += -10; break; //Madd: sniper contacts are supposed to be automatically reported
} }
// modify base chance according to attitude // modify base chance according to attitude
@@ -1542,7 +1542,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: break; case POINTPATROL: break;
case FARPATROL: iChance += 10; break; case FARPATROL: iChance += 10; break;
case SEEKENEMY: iChance += 25; break; case SEEKENEMY: iChance += 25; break;
case SNIPER: iChance += -20; break; case SNIPER: iChance += -15; break;
} }
// modify chance of patrol (and whether it's a sneaky one) by attitude // modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1688,7 +1688,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: iChance += -10; break; case POINTPATROL: iChance += -10; break;
case FARPATROL: break; case FARPATROL: break;
case SEEKENEMY: iChance += 10; break; case SEEKENEMY: iChance += 10; break;
case SNIPER: iChance += -20; break; case SNIPER: iChance += -15; break;
} }
// modify chance of patrol (and whether it's a sneaky one) by attitude // modify chance of patrol (and whether it's a sneaky one) by attitude
@@ -1778,7 +1778,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
case POINTPATROL: break; case POINTPATROL: break;
case FARPATROL: iChance += -5; break; case FARPATROL: iChance += -5; break;
case SEEKENEMY: iChance += -20; break; case SEEKENEMY: iChance += -20; break;
case SNIPER: iChance += 30; break; case SNIPER: iChance += 20; break;
} }
// modify chance (and whether it's sneaky) by attitude // modify chance (and whether it's sneaky) by attitude
@@ -2454,7 +2454,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: radio red alert?");
case POINTPATROL: iChance += -5; break; case POINTPATROL: iChance += -5; break;
case FARPATROL: iChance += -10; break; case FARPATROL: iChance += -10; break;
case SEEKENEMY: iChance += -20; break; case SEEKENEMY: iChance += -20; break;
case SNIPER: iChance += -20; break; // Sniper contacts should be reported automatically case SNIPER: iChance += -10; break; // Sniper contacts should be reported automatically
} }
// modify base chance according to attitude // modify base chance according to attitude
@@ -4730,7 +4730,7 @@ bCanAttack = FALSE;
case POINTPATROL: iChance += -5; break; case POINTPATROL: iChance += -5; break;
case FARPATROL: iChance += -10; break; case FARPATROL: iChance += -10; break;
case SEEKENEMY: iChance += -20; break; case SEEKENEMY: iChance += -20; break;
case SNIPER: iChance += -20; break; case SNIPER: iChance += -10; break;
} }
// modify base chance according to attitude // modify base chance according to attitude