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Merge branch 'master' into decideaction
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+15
-25
@@ -7,50 +7,40 @@
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Author : Chris Camfield
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Date : 1997-NOV
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*/
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#include <stdio.h>
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#include <string.h>
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#include "stdlib.h"
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#include "debug.h"
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#include "DEBUG.H"
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#include "MemMan.h"
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#include "Overhead Types.h"
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#include "Animation Cache.h"
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#include "Animation Data.h"
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#include "Animation Control.h"
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#include "interface.h"
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#include <math.h>
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#include "Interface.h"
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#include "input.h"
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#include "english.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "renderworld.h"
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#include "pathai.h"
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#include "PATHAI.H"
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#include "Points.h"
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#include "ai.h"
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#include "Random.h"
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#include "random.h"
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#include "message.h"
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#include "structure wrap.h"
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#include "keys.h"
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#include "gamesettings.h"
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#include "Structure Wrap.h"
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#include "Keys.h"
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#include "GameSettings.h"
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#include "Buildings.h"
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#include "soldier profile.h" // added by SANDRO
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#include "Soldier macros.h"
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#include "AIinternals.h"
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#include "AIInternals.h"
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#include "Rotting Corpses.h"
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#include "Meanwhile.h"
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#include "connect.h"
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#include <Cheats.h>
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#include "connect.h"
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#include "LOS.h" //ddd
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#include "BinaryHeap.hpp"
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#include "opplist.h"
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#include "Weapons.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#include "BinaryHeap.hpp"
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#include "opplist.h"
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#include "weapons.h"
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extern BOOLEAN gubWorldTileInLight[MAX_ALLOWED_WORLD_MAX];
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extern BOOLEAN gubIsCorpseThere[MAX_ALLOWED_WORLD_MAX];
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extern INT32 gubMerkCanSeeThisTile[MAX_ALLOWED_WORLD_MAX];
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@@ -2045,7 +2035,7 @@ bool AStarPathfinder::IsSomeoneInTheWay()
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if (fPathAroundPeople && ( (CurrentNode != DestNode) || fCopyReachable) )
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{
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// ATE: ONLY cancel if they are moving.....
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UINT8 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
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UINT16 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
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if ( ubMerc < NOBODY && ubMerc != pSoldier->ubID )
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{
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// Check for movement....
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@@ -2165,7 +2155,7 @@ INT32 FindBestPath(SOLDIERTYPE *s , INT32 sDestination, INT8 bLevel, INT16 usMov
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INT8 bLoopState = LOOPING_CLOCKWISE;
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//BOOLEAN fLoopForwards = FALSE;
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BOOLEAN fCheckedBehind = FALSE;
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UINT8 ubMerc;
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SoldierID ubMerc;
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INT32 iDestX,iDestY, iLocX, iLocY, dx, dy;
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INT32 newLoc,curLoc;
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//INT32 curY;
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@@ -3106,7 +3096,7 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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// sevenfm: for player mercs, ignore invisible opponents
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if (ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID &&
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(!(s->flags.uiStatusFlags & SOLDIER_PC) || MercPtrs[ubMerc]->bSide == s->bSide || MercPtrs[ubMerc]->aiData.bNeutral || MercPtrs[ubMerc]->bVisible >= 0 || SoldierToSoldierLineOfSightTest(s, MercPtrs[ubMerc], TRUE, CALC_FROM_ALL_DIRS)))
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(!(s->flags.uiStatusFlags & SOLDIER_PC) || ubMerc->bSide == s->bSide || ubMerc->aiData.bNeutral || ubMerc->bVisible >= 0 || SoldierToSoldierLineOfSightTest(s, ubMerc, TRUE, CALC_FROM_ALL_DIRS)))
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//if ( ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID )
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{
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goto NEXTDIR;
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