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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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@@ -222,6 +222,11 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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if ( gWorldSectorX ==0 && gWorldSectorY == 0 )
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return;
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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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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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ubGreen = pSector->ubNumberOfCivsAtLevel[ GREEN_MILITIA ];
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ubRegs = pSector->ubNumberOfCivsAtLevel[ REGULAR_MILITIA ];
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@@ -248,8 +253,8 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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ubElites -= gpAttackDirs[ x ][2];
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}
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}
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else
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{
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//else
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//{
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#endif
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AddSoldierInitListMilitiaOnEdge( gpAttackDirs[ x ][ 3 ], gpAttackDirs[ x ][0], gpAttackDirs[ x ][1], gpAttackDirs[ x ][2] );
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}
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@@ -269,6 +274,11 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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//// MercPtrs[ i ]->bAttitude = AGGRESSIVE;
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// }
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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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}
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void HandleMilitiaPromotions( void )
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