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Shadow Walker: Added experimental squad behavior
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@ -356,9 +356,10 @@ int CNPC_ShadowWalker::SelectCombatSchedule()
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// If I'm scared of this enemy and he's looking at me, run away
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// If I'm scared of this enemy and he's looking at me, run away
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if (IRelationType(GetEnemy()) == D_FR)
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// If in a squad, all but one Shadow walker must be afraid of the player
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if (IRelationType(GetEnemy()) == D_FR || !OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1))
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{
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{
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if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME))
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if (HasCondition(COND_SEE_ENEMY) && HasCondition(COND_ENEMY_FACING_ME) && HasCondition(COND_HAVE_ENEMY_LOS))
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{
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{
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// TODO: Check if silent
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// TODO: Check if silent
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FearSound();
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FearSound();
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@ -384,11 +385,17 @@ int CNPC_ShadowWalker::SelectCombatSchedule()
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// we can see the enemy
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// we can see the enemy
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if (HasCondition(COND_CAN_MELEE_ATTACK1))
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if (HasCondition(COND_CAN_MELEE_ATTACK1)) {
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return SCHED_MELEE_ATTACK1;
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//if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
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return SCHED_MELEE_ATTACK1;
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//return SCHED_RUN_FROM_ENEMY;
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}
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if (HasCondition(COND_CAN_MELEE_ATTACK2))
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if (HasCondition(COND_CAN_MELEE_ATTACK2)) {
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return SCHED_MELEE_ATTACK2;
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//if (OccupyStrategySlotRange(SQUAD_SLOT_ATTACK1, SQUAD_SLOT_ATTACK2))
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return SCHED_MELEE_ATTACK2;
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//return SCHED_RUN_FROM_ENEMY;
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}
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if (HasRangedWeapon() && GetShotRegulator()->IsInRestInterval())
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if (HasRangedWeapon() && GetShotRegulator()->IsInRestInterval())
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{
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{
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