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Fix LUA crashing when game shuts down (caused by incomplete merge) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1541 3b4a5df2-a311-0410-b5c6-a8a6f20db521
462 lines
12 KiB
C++
462 lines
12 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "AI All.h"
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#else
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#include "types.h"
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#include "wcheck.h"
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#include "Soldier Control.h"
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#include "Soldier Functions.h"
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#include "ai.h"
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#include "AIInternals.h"
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#include "Animation Control.h"
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#include "pathai.h"
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#include "overhead.h"
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#include "items.h"
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#include "Message.h"
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#include "Buildings.h"
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#include "worldman.h"
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#include "Assignments.h"
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#endif
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extern BOOLEAN gfAutoBandageFailed;
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//
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// This file contains code devoted to the player AI-controlled medical system. Maybe it
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// can be used or adapted for the enemies too...
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//
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#define NOT_GOING_TO_DIE -1
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#define NOT_GOING_TO_COLLAPSE -1
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// can this grunt be bandaged by a teammate?
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BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier );
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//c an this grunt help anyone else out?
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BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier );
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BOOLEAN FindAutobandageClimbPoint( INT16 sDesiredGridNo, BOOLEAN fClimbUp )
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{
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// checks for existance of location to climb up to building, not occupied by a medic
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BUILDING * pBuilding;
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UINT8 ubNumClimbSpots;
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UINT8 ubLoop;
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UINT8 ubWhoIsThere;
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pBuilding = FindBuilding( sDesiredGridNo );
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if (!pBuilding)
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{
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return( FALSE );
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}
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ubNumClimbSpots = pBuilding->ubNumClimbSpots;
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for ( ubLoop = 0; ubLoop < ubNumClimbSpots; ubLoop++ )
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{
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ubWhoIsThere = WhoIsThere2( pBuilding->sUpClimbSpots[ ubLoop ], 1 );
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if ( ubWhoIsThere != NOBODY && !CanCharacterAutoBandageTeammate( MercPtrs[ ubWhoIsThere ] ) )
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{
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continue;
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}
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ubWhoIsThere = WhoIsThere2( pBuilding->sDownClimbSpots[ ubLoop ], 0 );
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if ( ubWhoIsThere != NOBODY && !CanCharacterAutoBandageTeammate( MercPtrs[ ubWhoIsThere ] ) )
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{
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continue;
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}
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return( TRUE );
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}
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return( FALSE );
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}
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BOOLEAN FullPatientCheck( SOLDIERTYPE * pPatient )
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{
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UINT8 cnt;
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SOLDIERTYPE * pSoldier;
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if ( CanCharacterAutoBandageTeammate( pPatient ) )
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{
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// can bandage self!
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return( TRUE );
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}
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if ( pPatient->bLevel != 0 )
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{ // look for a clear spot for jumping up
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// special "closest" search that ignores climb spots IF they are occupied by non-medics
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return( FindAutobandageClimbPoint( pPatient->sGridNo, TRUE ) );
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}
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else
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{
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// run though the list of chars on team
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// can this character help out?
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if ( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
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{
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// can this guy path to the patient?
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if ( pSoldier->bLevel == 0 )
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{
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// do a regular path check
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if ( FindBestPath( pSoldier, pPatient->sGridNo, 0, WALKING, NO_COPYROUTE, PATH_THROUGH_PEOPLE ) )
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{
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return( TRUE );
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}
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}
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else
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{
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// if on different levels, assume okay
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return( TRUE );
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}
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}
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}
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}
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return( FALSE );
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}
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BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck )
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{
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// returns false if we should stop being in auto-bandage mode
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UINT8 cnt;
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UINT8 ubMedics = 0, ubPatients = 0;
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SOLDIERTYPE * pSoldier;
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static UINT8 ubIDForFullCheck = NOBODY;
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// run though the list of chars on team
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// can this character help out?
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if( CanCharacterAutoBandageTeammate( pSoldier ) == TRUE )
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{
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// yep, up the number of medics in sector
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ubMedics++;
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}
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}
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if ( ubMedics == 0 )
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{
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// no one that can help
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return( FALSE );
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}
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// can this character be helped out by a teammate?
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if ( CanCharacterBeAutoBandagedByTeammate( pSoldier ) == TRUE )
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{
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// yep, up the number of patients awaiting treatment in sector
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ubPatients++;
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if (fDoFullCheck)
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{
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if ( ubIDForFullCheck == NOBODY )
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{
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// do this guy NEXT time around
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ubIDForFullCheck = cnt;
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}
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else if ( cnt == ubIDForFullCheck )
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{
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// test this guy
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if ( FullPatientCheck( pSoldier ) == FALSE )
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{
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// shit!
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gfAutoBandageFailed = TRUE;
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return( FALSE );
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}
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// set ID for full check to NOBODY; will be set to someone later in loop, or to
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// the first guy on the next pass
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ubIDForFullCheck = NOBODY;
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}
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}
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}
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// is this guy REACHABLE??
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}
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if ( ubPatients == 0 )
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{
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// there is no one to help
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return( FALSE );
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}
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else
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{
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// got someone that can help and help wanted
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return( TRUE );
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}
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}
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BOOLEAN CanCharacterAutoBandageTeammate( SOLDIERTYPE *pSoldier )
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// can this soldier autobandage others in sector
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{
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// if the soldier isn't active or in sector, we have problems..leave
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if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
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{
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return( FALSE );
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}
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// they must have oklife or more, not be collapsed, have some level of medical competence, and have a med kit of some sort
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if ( (pSoldier->bLife >= OKLIFE) && !(pSoldier->bCollapsed) && (pSoldier->bMedical > 0) && (FindObjClass( pSoldier, IC_MEDKIT ) != NO_SLOT) )
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{
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return( TRUE );
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}
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return( FALSE );
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}
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// can this soldier autobandage others in sector
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BOOLEAN CanCharacterBeAutoBandagedByTeammate( SOLDIERTYPE *pSoldier )
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{
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// if the soldier isn't active or in sector, we have problems..leave
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if ( !(pSoldier->bActive) || !(pSoldier->bInSector) || ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) || (pSoldier->bAssignment == VEHICLE ) )
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{
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return( FALSE );
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}
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if ( (pSoldier->bLife > 0) && (pSoldier->bBleeding > 0) )
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{
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// someone's bleeding and not being given first aid!
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return( TRUE );
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}
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return( FALSE );
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}
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INT8 FindBestPatient( SOLDIERTYPE * pSoldier, BOOLEAN * pfDoClimb )
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{
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UINT8 cnt, cnt2;
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INT16 bBestPriority = 0, sBestAdjGridNo = NOWHERE;
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INT16 sPatientGridNo = NOWHERE, sBestPatientGridNo = NOWHERE;
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INT16 sShortestPath = 1000, sPathCost, sOtherMedicPathCost;
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SOLDIERTYPE * pPatient;
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SOLDIERTYPE * pBestPatient = NULL;
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SOLDIERTYPE * pOtherMedic;
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INT8 bPatientPriority;
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UINT8 ubDirection;
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INT16 sAdjustedGridNo, sAdjacentGridNo, sOtherAdjacentGridNo;
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INT16 sClimbGridNo, sBestClimbGridNo = NOWHERE, sShortestClimbPath = 1000;
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BOOLEAN fClimbingNecessary;
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gubGlobalPathFlags = PATH_THROUGH_PEOPLE;
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// search for someone who needs aid
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pPatient = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pPatient++)
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{
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if ( !(pPatient->bActive) || !(pPatient->bInSector) )
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{
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continue; // NEXT!!!
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}
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if (pPatient->bLife > 0 && pPatient->bBleeding && pPatient->ubServiceCount == 0)
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{
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if (pPatient->bLife < OKLIFE)
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{
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bPatientPriority = 3;
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}
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else if (pPatient->bLife < OKLIFE * 2)
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{
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bPatientPriority = 2;
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}
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else
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{
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bPatientPriority = 1;
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}
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if (bPatientPriority >= bBestPriority)
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{
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if ( !ClimbingNecessary( pSoldier, pPatient->sGridNo, pPatient->bLevel ) )
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{
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sPatientGridNo = pPatient->sGridNo;
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sAdjacentGridNo = FindAdjacentGridEx( pSoldier, sPatientGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
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if ( sAdjacentGridNo == -1 && gAnimControl[ pPatient->usAnimState ].ubEndHeight == ANIM_PRONE )
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{
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// prone; could be the base tile is inaccessible but the rest isn't...
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for ( cnt2 = 0; cnt2 < NUM_WORLD_DIRECTIONS; cnt2++ )
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{
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sPatientGridNo = pPatient->sGridNo + DirectionInc( cnt2 );
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if ( WhoIsThere2( sPatientGridNo, pPatient->bLevel ) == pPatient->ubID )
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{
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// patient is also here, try this location
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sAdjacentGridNo = FindAdjacentGridEx( pSoldier, sPatientGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
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if ( sAdjacentGridNo != -1 )
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{
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break;
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}
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}
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}
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}
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if (sAdjacentGridNo != -1)
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{
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if (sAdjacentGridNo == pSoldier->sGridNo)
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{
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sPathCost = 1;
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}
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else
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{
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sPathCost = PlotPath( pSoldier, sAdjacentGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
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}
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if ( sPathCost != 0 )
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{
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// we can get there... can anyone else?
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if ( pPatient->ubAutoBandagingMedic != NOBODY && pPatient->ubAutoBandagingMedic != pSoldier->ubID )
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{
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// only switch to this patient if our distance is closer than
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// the other medic's
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pOtherMedic = MercPtrs[ pPatient->ubAutoBandagingMedic ];
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sOtherAdjacentGridNo = FindAdjacentGridEx( pOtherMedic, sPatientGridNo, &ubDirection, &sAdjustedGridNo, FALSE, FALSE );
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if (sOtherAdjacentGridNo != -1)
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{
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if (sOtherAdjacentGridNo == pOtherMedic->sGridNo)
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{
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sOtherMedicPathCost = 1;
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}
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else
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{
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sOtherMedicPathCost = PlotPath( pOtherMedic, sOtherAdjacentGridNo, FALSE, FALSE, FALSE, RUNNING, FALSE, FALSE, 0);
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}
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if (sPathCost >= sOtherMedicPathCost)
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{
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// this patient is best served by the merc moving to them now
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continue;
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}
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}
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}
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if (bPatientPriority == bBestPriority)
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{
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// compare path distances
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if ( sPathCost > sShortestPath )
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{
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continue;
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}
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}
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sShortestPath = sPathCost;
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pBestPatient = pPatient;
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sBestPatientGridNo = sPatientGridNo;
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bBestPriority = bPatientPriority;
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sBestAdjGridNo = sAdjacentGridNo;
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}
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}
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}
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else
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{
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sClimbGridNo = NOWHERE;
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// see if guy on another building etc and we need to climb somewhere
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sPathCost = EstimatePathCostToLocation( pSoldier, pPatient->sGridNo, pPatient->bLevel, FALSE, &fClimbingNecessary, &sClimbGridNo );
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// if we can get there
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if ( sPathCost != 0 && fClimbingNecessary && sPathCost < sShortestClimbPath )
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{
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sBestClimbGridNo = sClimbGridNo;
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sShortestClimbPath = sPathCost;
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}
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}
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}
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}
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}
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gubGlobalPathFlags = 0;
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if (pBestPatient)
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{
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if (pBestPatient->ubAutoBandagingMedic != NOBODY)
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{
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// cancel that medic
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CancelAIAction( MercPtrs[ pBestPatient->ubAutoBandagingMedic ], TRUE );
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}
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pBestPatient->ubAutoBandagingMedic = pSoldier->ubID;
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*pfDoClimb = FALSE;
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if ( CardinalSpacesAway( pSoldier->sGridNo, sBestPatientGridNo ) == 1 )
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{
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pSoldier->usActionData = sBestPatientGridNo;
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return( AI_ACTION_GIVE_AID );
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}
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else
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{
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pSoldier->usActionData = sBestAdjGridNo;
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return( AI_ACTION_GET_CLOSER );
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}
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}
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else if (sBestClimbGridNo != NOWHERE )
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{
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*pfDoClimb = TRUE;
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pSoldier->usActionData = sBestClimbGridNo;
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return( AI_ACTION_MOVE_TO_CLIMB );
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}
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else
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{
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return( AI_ACTION_NONE );
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}
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}
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INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
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{
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INT8 bSlot;
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BOOLEAN fDoClimb;
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if (pSoldier->bMedical == 0 || pSoldier->ubServicePartner != NOBODY)
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{
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// don't/can't make decision
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return( AI_ACTION_NONE );
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}
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bSlot = FindObjClass( pSoldier, IC_MEDKIT );
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if (bSlot == NO_SLOT)
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{
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// no medical kit!
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return( AI_ACTION_NONE );
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}
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if (pSoldier->bBleeding)
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{
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// heal self first!
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pSoldier->usActionData = pSoldier->sGridNo;
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if (bSlot != HANDPOS)
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{
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pSoldier->bSlotItemTakenFrom = bSlot;
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SwapObjs( pSoldier, HANDPOS, bSlot, TRUE );
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/*
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memset( &TempObj, 0, sizeof( OBJECTTYPE ) );
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// move the med kit out to temp obj
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SwapObjs( &TempObj, &(pSoldier->inv[bSlot]) );
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// swap the med kit with whatever was in the hand
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SwapObjs( &TempObj, &(pSoldier->inv[HANDPOS]) );
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// replace whatever was in the hand somewhere in inventory
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AutoPlaceObject( pSoldier, &TempObj, FALSE );
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*/
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}
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return( AI_ACTION_GIVE_AID );
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}
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// pSoldier->usActionData = FindClosestPatient( pSoldier );
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pSoldier->bAction = FindBestPatient( pSoldier, &fDoClimb );
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if (pSoldier->bAction != AI_ACTION_NONE)
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{
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pSoldier->usUIMovementMode = RUNNING;
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if (bSlot != HANDPOS)
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{
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pSoldier->bSlotItemTakenFrom = bSlot;
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SwapObjs( pSoldier, HANDPOS, bSlot, TRUE );
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}
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return( pSoldier->bAction );
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}
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// do nothing
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return( AI_ACTION_NONE );
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} |