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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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@@ -1741,6 +1741,11 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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PrepareEnemyForSectorBattle();
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}
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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}
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if( gubNumCreaturesAttackingTown && !gbWorldSectorZ &&
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gubSectorIDOfCreatureAttack == SECTOR( gWorldSectorX, gWorldSectorY ) )
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{
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@@ -1755,7 +1760,7 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// Check for helicopter being on the ground in this sector...
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HandleHelicopterOnGroundGraphic( );
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// 0verhaul: Okay, it is apparent that the enemies are not reset incorrectly. So I will now try to add symmetry
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// 0verhaul: Okay, it is apparent that the enemies are not reset correctly. So I will now try to add symmetry
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// between enemy placement and militia placement. The enemies do have one advantage here, though: If a sector
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// is in enemy hands, then their sector is not actually loaded. At least not normally. Perhaps it would be useful
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// to lose a battle with one group of mercs, then bring in another group without changing to another sector to see
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@@ -1766,6 +1771,12 @@ BOOLEAN SetCurrentWorldSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// except for the case of training new militia. But that case can be handled each time militia training finishes.
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// ResetMilitia();
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AllTeamsLookForAll( TRUE );
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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}
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return( TRUE );
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}
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