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- New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians
- cleaned up DrawSelectedUIAboveGuy() - Fix: missing header - when jumping through windows, damage received is somewhat randomized git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7221 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -636,11 +636,15 @@ void RenderRadarScreen( )
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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// Override civ team with red if hostile...
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if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && ( pSoldier->bSide != gbPlayerNum ) )
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if ( pSoldier->bTeam == CIV_TEAM )
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{
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// Override civ team with red if hostile...
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if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral )
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// if uncovered, different colour (so the player doesn't have to search for us)
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else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
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usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
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}
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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