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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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// If we still don't have a target, try to find one
else
{
if (psDroid->psActionTarget[i] == NULL &&
aiChooseTarget(psDroid, &psTargets[i], i, false, NULL)) // Can probably just use psTarget instead of psTargets[i], and delete the psTargets variable.
if (psDroid->psActionTarget[i] == nullptr &&
aiChooseTarget(psDroid, &psTargets[i], i, false, nullptr)) // Can probably just use psTarget instead of psTargets[i], and delete the psTargets variable.
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// True iff object is a droid, structure or feature (not a projectile). Will incorrectly return true if passed a nonsense object of type OBJ_TARGET or OBJ_NUM_TYPES.
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