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-restored previous light check changes
-fixed enemies getting closer w/out firing git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@283 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -262,7 +262,7 @@ void CalcBestShot(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestShot, BOOLEAN shootUns
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// consider the various aiming times
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if ( !Weapon[pSoldier->usAttackingWeapon].NoSemiAuto )
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{
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for (ubAimTime = AllowedAimingLevels(pSoldier); ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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for (ubAimTime = AP_MIN_AIM_ATTACK; ubAimTime <= ubMaxPossibleAimTime; ubAimTime++)
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{
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//HandleMyMouseCursor(KEYBOARDALSO);
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+13
-12
@@ -2036,18 +2036,6 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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}
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////////////////////////////////////////////////////////////////////////////
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// WHEN IN THE LIGHT, GET OUT OF THERE!
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////////////////////////////////////////////////////////////////////////////
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if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->bLevel ) && pSoldier->bOrders != STATIONARY )
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{
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pSoldier->usActionData = FindNearbyDarkerSpot( pSoldier );
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if ( pSoldier->usActionData != NOWHERE )
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{
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// move as if leaving water or gas
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return( AI_ACTION_LEAVE_WATER_GAS );
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}
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}
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if ( fCivilian && !( pSoldier->ubBodyType == COW || pSoldier->ubBodyType == CRIPPLECIV ) )
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{
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@@ -2351,6 +2339,19 @@ if ( !fCivilian && pSoldier->bTeam != MILITIA_TEAM && gGameOptions.fAirStrikes &
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}
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*/
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////////////////////////////////////////////////////////////////////////////
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// WHEN IN THE LIGHT, GET OUT OF THERE!
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////////////////////////////////////////////////////////////////////////////
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if ( ubCanMove && InLightAtNight( pSoldier->sGridNo, pSoldier->bLevel ) && pSoldier->bOrders != STATIONARY )
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{
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pSoldier->usActionData = FindNearbyDarkerSpot( pSoldier );
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if ( pSoldier->usActionData != NOWHERE )
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{
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// move as if leaving water or gas
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return( AI_ACTION_LEAVE_WATER_GAS );
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}
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}
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: crouch and rest if running out of breath");
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////////////////////////////////////////////////////////////////////////
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// CROUCH & REST IF RUNNING OUT OF BREATH
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@@ -1309,6 +1309,10 @@ INT16 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
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continue;
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}
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//Madd: skip lighted spots
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if ( InLightAtNight( sGridNo, pSoldier->bLevel ) )
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continue;
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// OK, this place shows potential. How useful is it as cover?
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//NumMessage("Promising seems gridno #",gridno);
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@@ -2494,6 +2498,9 @@ INT16 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT16 sPos, INT8 bAction )
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continue;
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}
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//Madd: skip lighted spots
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if ( InLightAtNight( sGridNo, pSoldier->bLevel ) )
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continue;
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// allow an extra direction for flanking
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if ( bAction == AI_ACTION_FLANK_LEFT )
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