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* HAM 3.6 (by Headrock) * ************************* - Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days - For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -738,9 +738,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// character then didn't trigger the end of boxing record
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// (and we know from the if statement above that we're
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// still in a boxing state of some sort...)
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//TriggerEndOfBoxingRecord( NULL );
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// HEADROCK HAM 3.6: This should trigger Darren's script
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// HEADROCK HAM 3.6: The NULL here causes issues of non-payment!
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TriggerEndOfBoxingRecord( pSoldier );
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}
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}
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@@ -2247,7 +2245,10 @@ if(!is_networked)//hayden
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// then call for spotters! Uses up the rest of his turn (whatever
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// that may be), but from now on, BLACK AI NPC may radio sightings!
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gTacticalStatus.ubSpottersCalledForBy = pSoldier->ubID;
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pSoldier->bActionPoints = 0;
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// HEADROCK HAM 3.1: This may be causing problems with HAM's lowered AP limit. From now on, we'll check
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// whether the soldier has more than 0 APs to begin with.
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if (pSoldier->bActionPoints > 0)
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pSoldier->bActionPoints = 0;
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#ifdef DEBUGDECISIONS
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AINameMessage(pSoldier,"calls for spotters!",1000);
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@@ -2304,7 +2305,10 @@ if(!is_networked)//hayden
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// then call for spotters! Uses up the rest of his turn (whatever
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// that may be), but from now on, BLACK AI NPC may radio sightings!
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gTacticalStatus.ubSpottersCalledForBy = pSoldier->ubID;
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pSoldier->bActionPoints = 0;
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// HEADROCK HAM 3.1: This may be causing problems with HAM's lowered AP limit. From now on, we'll check
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// whether the soldier has more than 0 APs to begin with.
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if (pSoldier->bActionPoints > 0)
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pSoldier->bActionPoints = 0;
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: calling for sniper spotters");
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@@ -3161,7 +3165,7 @@ if(!is_networked)//hayden
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// is terribly important if Suppression Shock is enabled.
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UINT16 bShock = 0;
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if (gGameExternalOptions.fSuppressionShock)
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if (gGameExternalOptions.usSuppressionShockEffect > 0 )
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{
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// If bShock value is greater than (2*ExpLevel + MoraleModifier)*1.5, the target will flee.
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bShock = pSoldier->aiData.bShock;
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