TempleOSCDV4.12.ISO
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@@ -1,4 +1,4 @@
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Unit *FindNearestUnit(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
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Unit *UnitNearestFind(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
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{
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I64 i;
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F64 dd,best_dd=MAX_F64,x1,y1,x2,y2;
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@@ -23,36 +23,36 @@ Unit *FindNearestUnit(I64 row,I64 col,I64 player,Bool in_LOS,F64 range=-1)
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return best;
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}
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U0 TanksPlot()
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U0 PlayerIndirect()
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{
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Unit *target,*tempu;
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Unit *target,*tmpu;
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I64 i;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0 && tempu->indirect_fire &&
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(target=FindNearestUnit(tempu->row,tempu->col,enemy_player,TRUE,
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tempu->range*2*HEX_RADIUS)))
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PlotShot(tempu,target->row,target->col);
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0 && tmpu->indirect_fire &&
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(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
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tmpu->range*2*HEX_RADIUS)))
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IndirectAdd(tmpu,target->row,target->col);
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}
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throw('PhaseOvr',TRUE);
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}
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U0 TanksMove()
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U0 PlayerMove()
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{
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Unit *target,*tempu;
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Unit *target,*tmpu;
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I64 i;
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F64 x,y;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0) {
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0) {
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//Cheats because it violates Line-of-Sight
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if (target=FindNearestUnit(tempu->row,tempu->col,enemy_player,FALSE)) {
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if (target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,FALSE)) {
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RowCol2XY(&x,&y,target->row,target->col);
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if (!MoveUnit(tempu,x,y)) {
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RowCol2XY(&x,&y,tempu->row,tempu->col);
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MoveUnit(tempu,x+RandI16,y+RandI16);
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if (!UnitMove(tmpu,x,y)) {
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RowCol2XY(&x,&y,tmpu->row,tmpu->col);
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UnitMove(tmpu,x+RandI16,y+RandI16);
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}
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}
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}
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@@ -60,18 +60,18 @@ U0 TanksMove()
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throw('PhaseOvr',TRUE);
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}
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U0 TanksFire()
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U0 PlayerDirect()
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{
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Unit *target,*tempu;
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Unit *target,*tmpu;
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I64 i;
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for (i=0;i<MAX_UNITS;i++) {
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CheckUser;
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tempu=&units[cur_player][i];
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if (tempu->life>0 && !tempu->indirect_fire &&
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(target=FindNearestUnit(tempu->row,tempu->col,enemy_player,TRUE,
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tempu->range*2*HEX_RADIUS))) {
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FireShot(tempu,target);
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Sleep(250*ANIMATION_DELAY);
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UserChk;
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tmpu=&units[cur_player][i];
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if (tmpu->life>0 && !tmpu->indirect_fire &&
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(target=UnitNearestFind(tmpu->row,tmpu->col,enemy_player,TRUE,
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tmpu->range*2*HEX_RADIUS))) {
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UnitDirectFire(tmpu,target);
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Sleep(250*animation_delay);
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}
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}
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throw('PhaseOvr',TRUE);
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