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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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@@ -3033,7 +3033,8 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
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ARMED_VEHICLE(pSoldier) || // tanks don't need cover
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pSoldier->aiData.bUnderFire && (pSoldier->ubPreviousAttackerID == BestShot.ubOpponent || pSoldier->ubNextToPreviousAttackerID == BestShot.ubOpponent || MercPtrs[BestShot.ubOpponent]->sLastTarget == pSoldier->sGridNo) || // return fire
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Chance((BestShot.ubChanceToReallyHit + 100) / 2) || // 50% chance to fire without cover
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SoldierToSoldierLineOfSightTest(pSoldier, MercPtrs[BestShot.ubOpponent], TRUE, CALC_FROM_ALL_DIRS)) && // can see target after turning
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//SoldierToSoldierLineOfSightTest(pSoldier, MercPtrs[BestShot.ubOpponent], TRUE, CALC_FROM_ALL_DIRS)) && // can see target after turning
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LOS_Raised(pSoldier, MercPtrs[BestShot.ubOpponent], CALC_FROM_ALL_DIRS)) && // can see target after turning
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// reduce chance to shoot if target is beyond weapon range
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(AICheckIsMachinegunner(pSoldier) ||
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ARMED_VEHICLE(pSoldier) ||
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