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Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1309,7 +1309,6 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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STR16 tempstr;
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#endif
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if (fCivilian)
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{
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if (pSoldier->flags.uiStatusFlags & SOLDIER_COWERING)
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@@ -2472,10 +2471,11 @@ if(!is_networked)//hayden
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: calculate morale");
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// calculate our morale
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pSoldier->aiData.bAIMorale = CalcMorale(pSoldier);
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// WDS DEBUG - this will make all enemies run away (to test retreating into occupied sector bugs)
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// pSoldier->aiData.bAIMorale = MORALE_HOPELESS;
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// if a guy is feeling REALLY discouraged, he may continue to run like hell
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if ((pSoldier->aiData.bAIMorale == MORALE_HOPELESS) && ubCanMove)
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@@ -4170,7 +4170,13 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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}
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// NB a desire of 4 or more is only achievable by brave/aggressive guys with high morale
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if ( pSoldier->bActionPoints == pSoldier->bInitialActionPoints && ubBestAttackAction == AI_ACTION_FIRE_GUN && (pSoldier->aiData.bShock == 0) && (pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2) && BestAttack.ubChanceToReallyHit < 30 && ( PythSpacesAway( pSoldier->sGridNo, BestAttack.sTarget ) > Weapon[ pSoldier->inv[ BestAttack.bWeaponIn ].usItem ].usRange / CELL_X_SIZE ) && RangeChangeDesire( pSoldier ) >= 4 )
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if ( (pSoldier->bActionPoints == pSoldier->bInitialActionPoints) &&
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(ubBestAttackAction == AI_ACTION_FIRE_GUN) &&
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(pSoldier->aiData.bShock == 0) &&
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(pSoldier->stats.bLife >= pSoldier->stats.bLifeMax / 2) &&
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(BestAttack.ubChanceToReallyHit < 30) &&
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(PythSpacesAway( pSoldier->sGridNo, BestAttack.sTarget ) > Weapon[ pSoldier->inv[ BestAttack.bWeaponIn ].usItem ].usRange / CELL_X_SIZE ) &&
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(RangeChangeDesire( pSoldier ) >= 4) )
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{
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// okay, really got to wonder about this... could taking cover be an option?
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if (ubCanMove && pSoldier->aiData.bOrders != STATIONARY && !gfHiddenInterrupt &&
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@@ -5019,7 +5025,9 @@ INT8 DecideAction(SOLDIERTYPE *pSoldier)
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//TODO: don't say this again after reloading a savegame
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SayQuoteFromAnyBodyInSector( QUOTE_WEARY_SLASH_SUSPUCIOUS );
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}
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}
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// turn off cautious flag
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pSoldier->aiData.fAIFlags &= (~AI_CAUTIOUS);
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//reset flank count
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