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10 changes: 5 additions & 5 deletions Tactical/Soldier Ani.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3206,14 +3206,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
case 762:
{
// CODE: Set off Trigger
INT8 bPanicTrigger;

bPanicTrigger = ClosestPanicTrigger( pSoldier );
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
INT8 bPanicTrigger = ClosestPanicTrigger( pSoldier );
if (bPanicTrigger != -1)
{
SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
}
// any AI guy has been specially given keys for this, now take them
// away
pSoldier->flags.bHasKeys = pSoldier->flags.bHasKeys >> 1;

}
break;

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12 changes: 7 additions & 5 deletions Tactical/Soldier Control.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -21916,13 +21916,15 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )

if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
{
// sevenfm: bPanicTriggerIsAlarm is always not NULL pointer
//if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
if ( gTacticalStatus.ubTheChosenOne == pSoldier->ubID )
{
// replace this guy as the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
MakeClosestEnemyChosenOne( );
auto bPanicTrigger = ClosestPanicTrigger(pSoldier);
if (bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[bPanicTrigger]))
{
// replace this guy as the chosen one!
gTacticalStatus.ubTheChosenOne = NOBODY;
MakeClosestEnemyChosenOne( );
}
}

if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && (pSoldier->flags.uiStatusFlags & SOLDIER_UNDERAICONTROL) )
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2 changes: 1 addition & 1 deletion TacticalAI/DecideAction.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4974,7 +4974,7 @@ INT16 ubMinAPCost;

bPanicTrigger = ClosestPanicTrigger( pSoldier );
// if it's an alarm trigger and team is alerted, ignore it
if ( !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
if ( bPanicTrigger != -1 && !(gTacticalStatus.bPanicTriggerIsAlarm[ bPanicTrigger ] && gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition) && PythSpacesAway( pSoldier->sGridNo, gTacticalStatus.sPanicTriggerGridNo[ bPanicTrigger ] ) < 10)
{
PossiblyMakeThisEnemyChosenOne( pSoldier );
}
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