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Partially fixed vanilla exploit (detect invisible enemy by using plotted path), still doesn't work if merc is prone.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8974 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+5
-10
@@ -3439,17 +3439,12 @@ if(!GridNoOnVisibleWorldTile(iDestination))
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// ATE: ONLY cancel if they are moving.....
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// ATE: ONLY cancel if they are moving.....
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ubMerc = WhoIsThere2( newLoc, s->pathing.bLevel);
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ubMerc = WhoIsThere2( newLoc, s->pathing.bLevel);
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if ( ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID )
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// sevenfm: for player mercs, ignore invisible opponents
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if (ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID &&
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(!(s->flags.uiStatusFlags & SOLDIER_PC) || MercPtrs[ubMerc]->bSide == s->bSide || MercPtrs[ubMerc]->aiData.bNeutral || MercPtrs[ubMerc]->bVisible >= 0 || SoldierToSoldierLineOfSightTest(s, MercPtrs[ubMerc], TRUE, CALC_FROM_ALL_DIRS)))
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//if ( ubMerc < TOTAL_SOLDIERS && ubMerc != s->ubID )
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{
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{
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// Check for movement....
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goto NEXTDIR;
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//if ( fTurnBased || ( (Menptr[ ubMerc ].sFinalDestination == Menptr[ ubMerc ].sGridNo) || (Menptr[ ubMerc ].fDelayedMovement) ) )
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//{
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goto NEXTDIR;
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//}
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// else
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//{
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// nextCost += 50;
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//}
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}
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}
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}
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}
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