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Taunts update:
- TAUNT_INFORM_ABOUT (check that this opponent is really new) - TAUNT_ALERT (say taunt only when red alert raised, if it's no initial alert, use TAUNT_INFORM_ABOUT instead) - TAUNT_SUSPICIOUS (only when yellow alert is raised) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8262 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2624,12 +2624,12 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
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// if the looker hasn't seen this opponent at all earlier this turn, OR
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// if the looker hasn't seen this opponent at all earlier this turn, OR
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// if the opponent is not where the looker last thought him to be
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// if the opponent is not where the looker last thought him to be
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if ((pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_THIS_TURN) ||
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if ((pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_THIS_TURN) || (gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID] != sOppGridNo))
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(gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID] != sOppGridNo))
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{
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{
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SetNewSituation( pSoldier ); // force the looker to re-evaluate
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SetNewSituation( pSoldier ); // force the looker to re-evaluate
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// anv: simulate informing buddies about detected enemy's position
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// anv: simulate informing buddies about detected enemy's position
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if(gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID] != SEEN_CURRENTLY)
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// sevenfm: check that he is really new
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if( gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID] != SEEN_CURRENTLY && gbPublicOpplist[pSoldier->bTeam][pOpponent->ubID] != SEEN_THIS_TURN )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_INFORM_ABOUT, pOpponent->ubID );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_INFORM_ABOUT, pOpponent->ubID );
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}
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}
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+10
-4
@@ -2043,10 +2043,15 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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HandleInitialRedAlert(pSoldier->bTeam, TRUE);
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HandleInitialRedAlert(pSoldier->bTeam, TRUE);
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pSoldier->usSoldierFlagMask |= SOLDIER_RAISED_REDALERT;
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pSoldier->usSoldierFlagMask |= SOLDIER_RAISED_REDALERT;
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}
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// SANDRO - ENEMY TAUNTS
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// SANDRO - ENEMY TAUNTS
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ALERT );
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_ALERT );
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}
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else
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{
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// sevenfm: if it's not initial RED ALERT and we are informing others
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_INFORM_ABOUT );
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}
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Debug: AI radios your position!" );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Debug: AI radios your position!" );
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// DROP THROUGH HERE!
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// DROP THROUGH HERE!
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@@ -2067,7 +2072,8 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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AIDecideRadioAnimation( pSoldier );
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AIDecideRadioAnimation( pSoldier );
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// SANDRO - ENEMY TAUNTS
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// SANDRO - ENEMY TAUNTS
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_SUSPICIOUS );
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if (pSoldier->aiData.bAction == AI_ACTION_YELLOW_ALERT )
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_SUSPICIOUS );
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break;
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break;
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