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New option AI_SHOOT_UNSEEN (disabled by default): allow AI to shoot at recently seen/heard enemies (targets that nobody from soldier's team sees currently).
CalcBestShot: - improved hit rate calculation, take into account possible options INCREASE_AIMING_COSTS, FIRST_AIM_READY_COST_DIVISOR - minor code improvements New AI function LOS_Raised checks LOS with forced raised gun status, to get max view distance with scope git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8889 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -154,6 +154,8 @@ UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIER
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT32 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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INT32 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT32 sEndGridNo );
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// sevenfm: AI LOS functions
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INT32 LOS_Raised(SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, int iTileSightLimit = CALC_FROM_ALL_DIRS, UINT8 ubAimLocation = LOS_POS);
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// sevenfm: added start/end LOS heights
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INT32 LocationToLocationLineOfSightTest( INT32 sStartGridNo, INT8 bStartLevel, INT32 sEndGridNo, INT8 bEndLevel, INT8 bAware, int iTileSightLimit, FLOAT dStartPos = STANDING_LOS_POS, FLOAT dEndPos = STANDING_LOS_POS);
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