text: 
  #include "stdafx.h"
  #include "EOSAIPlayerInteraction_Combat.h"
  #include "EOSAISerial.h"
  
  void CEOSAIPlayerInteraction_Combat::Serialize( CEOSAISerial* pSerial )
  {
  	pSerial->SerializeClassId( GetCEOSAISerialClassId() ); // handles the 256 conversion for long
  
  	pSerial->Serialize( (char) 1 ); // version
  	pSerial->Serialize( m_iAttacker );
  	pSerial->Serialize( m_iTarget );
  	pSerial->Serialize( m_iCitResLoss );
  	pSerial->Serialize( m_iDestroyedProductionValue );
  }
  
  void CEOSAIPlayerInteraction_Combat::Deserialize( CEOSAISerial* pSerial, CWorldDescBase* pWorldDesc )
  {
  	pSerial->ExtractAndVerifyClassId( GetCEOSAISerialClassId() );
  
  	char iVersion = pSerial->ExtractChar();
  	pSerial->Deserialize( m_iAttacker );
  	pSerial->Deserialize( m_iTarget );
  	pSerial->Deserialize( m_iCitResLoss );
  	pSerial->Deserialize( m_iDestroyedProductionValue );
  }
  
  //void CEOSAIPlayerInteraction_Combat::UpdateForeignRelationFeelings( CEOSAIForeignRelationsSituation* pSituation )
  //void CEOSAIPlayerInteraction_Combat::UpdateForeignRelationsState( long iCurrentTurn, CEOSAIForeignRelationsState* pState )
  void CEOSAIPlayerInteraction_Combat::UpdateForeignRelationsState( long iCurrentTurn,
  			CEOSAIBCDumbArray2D< EOSAIEnumForeignRelations >* pForeignRelations,
  			CEOSAIBCDumbArray2D< float >* pFeelings )
  {
  	float fDelta = -( m_iCitResLoss/20.0f + m_iDestroyedProductionValue/200.0f );
  
  	// Fade the weight with time
  	fDelta = AdjustDeltaAccordingToTime( iCurrentTurn - m_iEventTurn, fDelta, NORMAL_DECAY_TIME );
  	pFeelings->Value( m_iTarget, m_iAttacker ) += fDelta;
  }
  