mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Fixed buffer overrun for LUA strings
Made direction variables more consistent as unsigned chars. Several function prototypes updated for this. Many memory leaks plugged: External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights) File catalog ignores .SVN directories (game load speedup) Fix CTD in mouse regions JA2 window now refuses to move to negative coords Checks to prevent DirectX-related infinite loops due to minimizing and task switching Invading enemies should now appear on the borders even when reinforcements disabled in .ini Suppression should no longer work on mercs in medium water Infant/Young creatures use restored spit instead of Molotov Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber) Further fix to AXP and AlaarDB's weapon ready check: Now 'firing' is always counted as 'ready'. Prevent mercs from falling and flying back through obstacles Check whether battle group is even set before testing its location for battle setup Burst spread locations now limited to 6, the limit within the soldier struct Extra burst spread locations zeroed out so that they aren't used unless necessary Spread code now only shoots at locations in the spread, and will shoot at all 6 Only mercs in the sector where autobandage happens will be made to stand up after it's done Throwing a grenade at the tail of the plane in Drassen should not result in a CTD Reset attack busy count when loading a new sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+21
-21
@@ -550,7 +550,7 @@ INT8 DecideActionBoxerEnteringRing(SOLDIERTYPE *pSoldier)
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ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
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// if not already facing in that direction,
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if ( pSoldier->bDirection != ubDesiredMercDir && InternalIsValidStance( pSoldier, ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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if ( pSoldier->ubDirection != ubDesiredMercDir && InternalIsValidStance( pSoldier, ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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pSoldier->usActionData = ubDesiredMercDir;
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@@ -610,7 +610,7 @@ INT8 DecideActionNamedNPC( SOLDIERTYPE * pSoldier )
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ubDesiredMercDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sDesiredMercLoc),CenterY(sDesiredMercLoc));
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// if not already facing in that direction,
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if (pSoldier->bDirection != ubDesiredMercDir && InternalIsValidStance( pSoldier, ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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if (pSoldier->ubDirection != ubDesiredMercDir && InternalIsValidStance( pSoldier, ubDesiredMercDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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pSoldier->usActionData = ubDesiredMercDir;
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@@ -754,7 +754,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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ubRingDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(CENTER_OF_RING),CenterY(CENTER_OF_RING));
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if ( gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
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{
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if ( pSoldier->bDirection != ubRingDir )
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if ( pSoldier->ubDirection != ubRingDir )
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{
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pSoldier->usActionData = ubRingDir;
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return( AI_ACTION_CHANGE_FACING );
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@@ -1220,7 +1220,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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// if man has a LEGAL dominant facing, and isn't facing it, he will turn
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// back towards that facing 50% of the time here (normally just enemies)
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if ((pSoldier->bDominantDir >= 0) && (pSoldier->bDominantDir <= 8) &&
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(pSoldier->bDirection != pSoldier->bDominantDir) && PreRandom(2) && pSoldier->bOrders != SNIPER )
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(pSoldier->ubDirection != pSoldier->bDominantDir) && PreRandom(2) && pSoldier->bOrders != SNIPER )
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{
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pSoldier->usActionData = pSoldier->bDominantDir;
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}
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@@ -1234,7 +1234,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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if (sNoiseGridNo == NOWHERE ||
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(ubNoiseDir = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sNoiseGridNo),CenterY(sNoiseGridNo))
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) == pSoldier->bDirection )
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) == pSoldier->ubDirection )
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{
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pSoldier->usActionData = (UINT16)PreRandom(8);
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@@ -1244,7 +1244,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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pSoldier->usActionData = ubNoiseDir;
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}
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}
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} while (pSoldier->usActionData == pSoldier->bDirection);
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} while (pSoldier->usActionData == pSoldier->ubDirection);
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#ifdef DEBUGDECISIONS
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@@ -1355,7 +1355,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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// and the noise source is close enough that it could possibly be seen
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if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
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{
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if ((pSoldier->bDirection != ubNoiseDir) && PythSpacesAway(pSoldier->sGridNo,sNoiseGridNo) <= pSoldier->GetMaxDistanceVisible(sNoiseGridNo) )
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if ((pSoldier->ubDirection != ubNoiseDir) && PythSpacesAway(pSoldier->sGridNo,sNoiseGridNo) <= pSoldier->GetMaxDistanceVisible(sNoiseGridNo) )
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{
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// set base chance according to orders
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if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD) )
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@@ -2154,10 +2154,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// if firing mortar make sure we have room
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if ( Item[pSoldier->inv[ BestThrow.bWeaponIn ].usItem].mortar )
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{
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ubOpponentDir = (UINT8)GetDirectionFromGridNo( BestThrow.sTarget, pSoldier );
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ubOpponentDir = GetDirectionFromGridNo( BestThrow.sTarget, pSoldier );
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// Get new gridno!
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sCheckGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, (UINT16)DirectionInc( ubOpponentDir ) );
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sCheckGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( ubOpponentDir ) );
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if ( OKFallDirection( pSoldier, sCheckGridNo, pSoldier->bLevel, ubOpponentDir, pSoldier->usAnimState ) )
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{
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@@ -2181,10 +2181,10 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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BestThrow.ubPossible = FALSE;
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// try behind us, see if there's room to move back
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sCheckGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, (UINT16)DirectionInc( gOppositeDirection[ ubOpponentDir ] ) );
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sCheckGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( gOppositeDirection[ ubOpponentDir ] ) );
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if ( OKFallDirection( pSoldier, sCheckGridNo, pSoldier->bLevel, gOppositeDirection[ ubOpponentDir ], pSoldier->usAnimState ) )
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{
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pSoldier->usActionData = sCheckGridNo;
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pSoldier->usActionData = (UINT16) sCheckGridNo;
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return( AI_ACTION_GET_CLOSER );
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}
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@@ -2909,7 +2909,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// if soldier is not already facing in that direction,
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// and the opponent is close enough that he could possibly be seen
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if ( pSoldier->bDirection != ubOpponentDir && InternalIsValidStance( pSoldier, ubOpponentDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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if ( pSoldier->ubDirection != ubOpponentDir && InternalIsValidStance( pSoldier, ubOpponentDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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// turn
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pSoldier->usActionData = ubOpponentDir;
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@@ -3162,7 +3162,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// note, have to change this to use the level returned from ClosestKnownOpponent
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sDistVisible = pSoldier->GetMaxDistanceVisible(sClosestOpponent, 0, CALC_FROM_ALL_DIRS );
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if ((pSoldier->bDirection != ubOpponentDir) && (PythSpacesAway(pSoldier->sGridNo,sClosestOpponent) <= sDistVisible))
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if ((pSoldier->ubDirection != ubOpponentDir) && (PythSpacesAway(pSoldier->sGridNo,sClosestOpponent) <= sDistVisible))
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{
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// set base chance according to orders
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if ((pSoldier->bOrders == STATIONARY) || (pSoldier->bOrders == ONGUARD))
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@@ -3197,7 +3197,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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return(AI_ACTION_CHANGE_FACING);
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}
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}
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else if ( pSoldier->bDirection == ubOpponentDir && pSoldier->bOrders == SNIPER )
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else if ( pSoldier->ubDirection == ubOpponentDir && pSoldier->bOrders == SNIPER )
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{
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if (!gfTurnBasedAI || GetAPsToReadyWeapon( pSoldier, READY_RIFLE_CROUCH ) <= pSoldier->bActionPoints)
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{
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@@ -3216,7 +3216,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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if ( sClosestDisturbance != NOWHERE )
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{
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ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
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if ( pSoldier->bDirection == ubOpponentDir )
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if ( pSoldier->ubDirection == ubOpponentDir )
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{
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ubOpponentDir = (UINT8) PreRandom( NUM_WORLD_DIRECTIONS );
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}
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@@ -3226,7 +3226,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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ubOpponentDir = (UINT8) PreRandom( NUM_WORLD_DIRECTIONS );
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}
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if ( (pSoldier->bDirection != ubOpponentDir) )
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if ( (pSoldier->ubDirection != ubOpponentDir) )
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{
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if ( (pSoldier->bActionPoints == pSoldier->bInitialActionPoints || (INT16)PreRandom(100) < 60) && InternalIsValidStance( pSoldier, ubOpponentDir, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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@@ -3365,7 +3365,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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if ( sClosestDisturbance != NOWHERE )
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{
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ubOpponentDir = atan8( CenterX( pSoldier->sGridNo ), CenterY( pSoldier->sGridNo ), CenterX( sClosestDisturbance ), CenterY( sClosestDisturbance ) );
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if ( pSoldier->bDirection != ubOpponentDir )
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if ( pSoldier->ubDirection != ubOpponentDir )
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{
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if ( !gfTurnBasedAI || GetAPsToLook( pSoldier ) <= pSoldier->bActionPoints )
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{
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@@ -4277,7 +4277,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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if (ubBestStance != 0)
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{
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// change stance first!
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if ( pSoldier->bDirection != bDirection && InternalIsValidStance( pSoldier, bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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if ( pSoldier->ubDirection != bDirection && InternalIsValidStance( pSoldier, bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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// we're not facing towards him, so turn first!
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pSoldier->usActionData = bDirection;
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@@ -4632,7 +4632,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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if ( pSoldier->usActionData != NOWHERE )
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{
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// truncate path to 1 step
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pSoldier->usActionData = pSoldier->sGridNo + DirectionInc( pSoldier->usPathingData[0] );
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pSoldier->usActionData = pSoldier->sGridNo + DirectionInc( (UINT8) pSoldier->usPathingData[0] );
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pSoldier->sFinalDestination = pSoldier->usActionData;
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pSoldier->bNextAction = AI_ACTION_END_TURN;
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return( AI_ACTION_GET_CLOSER );
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@@ -4749,7 +4749,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
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// if we're not facing towards him
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if (pSoldier->bDirection != bDirection)
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if (pSoldier->ubDirection != bDirection)
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{
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if ( InternalIsValidStance( pSoldier, bDirection, (INT8) pSoldier->usActionData) )
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{
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@@ -4807,7 +4807,7 @@ INT8 DecideActionBlack(SOLDIERTYPE *pSoldier)
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bDirection = atan8(CenterX(pSoldier->sGridNo),CenterY(pSoldier->sGridNo),CenterX(sClosestOpponent),CenterY(sClosestOpponent));
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// if we're not facing towards him
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if ( pSoldier->bDirection != bDirection && InternalIsValidStance( pSoldier, bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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if ( pSoldier->ubDirection != bDirection && InternalIsValidStance( pSoldier, bDirection, gAnimControl[ pSoldier->usAnimState ].ubEndHeight ) )
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{
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pSoldier->usActionData = bDirection;
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