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Fix for AI seeking climb point in toxic gas
Fix for civilians trying to climb the roof to seek noise Fix for punching and stabbing Transparent change: Gave names to anonymous structs in OBJECTTYPE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-11
@@ -715,21 +715,21 @@ void RenderItemDetails()
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gubSummaryItemMode == ITEMMODE_REAL && !(gpWorldItemsSummaryArray[ i ].usFlags & WORLD_ITEM_SCIFI_ONLY) )
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{
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pItem = &gpWorldItemsSummaryArray[ i ].o;
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if( !pItem->bFrequency )
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if( !pItem->ItemData.Trigger.BombTrigger.bFrequency )
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bFreqIndex = 7;
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else if( pItem->bFrequency == PANIC_FREQUENCY )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY )
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bFreqIndex = 0;
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else if( pItem->bFrequency == PANIC_FREQUENCY_2 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_2 )
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bFreqIndex = 1;
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else if( pItem->bFrequency == PANIC_FREQUENCY_3 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == PANIC_FREQUENCY_3 )
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bFreqIndex = 2;
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else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 1 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 1 )
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bFreqIndex = 3;
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else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 2 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 2 )
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bFreqIndex = 4;
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else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 3 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 3 )
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bFreqIndex = 5;
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else if( pItem->bFrequency == FIRST_MAP_PLACED_FREQUENCY + 4 )
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else if( pItem->ItemData.Trigger.BombTrigger.bFrequency == FIRST_MAP_PLACED_FREQUENCY + 4 )
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bFreqIndex = 6;
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else
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continue;
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@@ -754,7 +754,7 @@ void RenderItemDetails()
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{
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pItem = &gpWorldItemsSummaryArray[ i ].o;
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uiExistChance += (100 - gpWorldItemsSummaryArray[ i ].ubNonExistChance) * pItem->ubNumberOfObjects;
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uiStatus += pItem->bStatus[0];
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uiStatus += pItem->ItemData.Generic.bStatus[0];
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uiQuantity += pItem->ubNumberOfObjects;
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}
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}
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@@ -862,7 +862,7 @@ void RenderItemDetails()
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{
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pItem = &gpPEnemyItemsSummaryArray[ i ];
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uiExistChance += 100 * pItem->ubNumberOfObjects;
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uiStatus += pItem->bStatus[0];
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uiStatus += pItem->ItemData.Generic.bStatus[0];
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uiQuantity += pItem->ubNumberOfObjects;
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}
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}
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@@ -934,7 +934,7 @@ void RenderItemDetails()
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{
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pItem = &gpNEnemyItemsSummaryArray[ i ];
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uiExistChance += 100 * pItem->ubNumberOfObjects;
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uiStatus += pItem->bStatus[0];
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uiStatus += pItem->ItemData.Generic.bStatus[0];
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uiQuantity += pItem->ubNumberOfObjects;
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}
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}
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