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Set correct next action if npc has no AP
With aiData.bAction = AI_ACTION_NONE and aiData.bNextAction = AI_ACTION_END_TURN, the npc turn is correctly ended in the next call to TurnBasedHandleNPCAI()
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@@ -2493,6 +2493,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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if ( pSoldier->bActionPoints <= 0 ) //Action points can be negative
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if ( pSoldier->bActionPoints <= 0 ) //Action points can be negative
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{
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{
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pSoldier->aiData.usActionData = NOWHERE;
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pSoldier->aiData.usActionData = NOWHERE;
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pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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return(AI_ACTION_NONE);
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return(AI_ACTION_NONE);
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}
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}
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@@ -5118,6 +5119,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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if (pSoldier->bActionPoints <= 0)
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if (pSoldier->bActionPoints <= 0)
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{
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{
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pSoldier->aiData.usActionData = NOWHERE;
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pSoldier->aiData.usActionData = NOWHERE;
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pSoldier->aiData.bNextAction = AI_ACTION_END_TURN;
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return(AI_ACTION_NONE);
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return(AI_ACTION_NONE);
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}
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}
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