diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index d678a19b..c63ece69 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -805,7 +805,7 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags) if ( pSoldier->bNewSituation && !(pSoldier->uiStatusFlags & SOLDIER_PC) ) { - HaultSoldierFromSighting( pSoldier, (pSoldier->bAction != AI_ACTION_FIRE_GUN) ); + HaultSoldierFromSighting( pSoldier, TRUE ); } pSoldier->bNewSituation = __max( pSoldier->bNewSituation, bTempNewSituation ); diff --git a/TacticalAI/AIMain.cpp b/TacticalAI/AIMain.cpp index 90c3c0c3..04f92c5b 100644 --- a/TacticalAI/AIMain.cpp +++ b/TacticalAI/AIMain.cpp @@ -1094,10 +1094,6 @@ void FreeUpNPCFromTurning(SOLDIERTYPE *pSoldier, INT8 bLook) //HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); // no interrupt possible } - if (pSoldier->bOrders == SNIPER ) - { - HandleSight(pSoldier,SIGHT_LOOK | SIGHT_RADIO); - } } } diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index fed356f5..b0da397b 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -4845,6 +4845,8 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier) UINT32 uiStartTime, uiEndTime; #endif + if ( pSoldier->bTeam != MILITIA_TEAM ) + { if ( !sniperwarning && pSoldier->bOrders == SNIPER ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Watch out for snipers..." ); @@ -4857,7 +4859,7 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier) //TODO: don't say this again after reloading a savegame SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS ); } - + } // turn off cautious flag pSoldier->fAIFlags &= (~AI_CAUTIOUS); //reset flank count