diff --git a/TacticalAI/DecideAction.cpp b/TacticalAI/DecideAction.cpp index 99d4cf163..bd494fefd 100644 --- a/TacticalAI/DecideAction.cpp +++ b/TacticalAI/DecideAction.cpp @@ -5295,7 +5295,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) //////////////////////////////////////////////////////////////////////////// // NPCs in water/tear gas without masks are not permitted to shoot/stab/throw - if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN) + if ((pSoldier->bActionPoints < 2) || bInDeepWater || bInGas) { bCanAttack = FALSE; } @@ -6447,7 +6447,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier) if (IsGunBurstCapable( &pSoldier->inv[BestAttack.bWeaponIn], FALSE, pSoldier ) && !(Menptr[BestShot.ubOpponent].stats.bLife < OKLIFE) && // don't burst at downed targets pSoldier->inv[BestAttack.bWeaponIn][0]->data.gun.ubGunShotsLeft > 1 && - (pSoldier->bTeam != gbPlayerNum || pSoldier->aiData.bRTPCombat == RTP_COMBAT_AGGRESSIVE) ) + pSoldier->bTeam != gbPlayerNum ) { DebugAI(AI_MSG_INFO, pSoldier, String("enough APs to burst, random chance of doing so")); @@ -9761,7 +9761,7 @@ INT8 ArmedVehicleDecideActionBlack( SOLDIERTYPE *pSoldier ) //////////////////////////////////////////////////////////////////////////// // NPCs in water/tear gas without masks are not permitted to shoot/stab/throw - if ( (pSoldier->bActionPoints < 2) || bInDeepWater || pSoldier->aiData.bRTPCombat == RTP_COMBAT_REFRAIN ) + if ( (pSoldier->bActionPoints < 2) || bInDeepWater ) { bCanAttack = FALSE; }