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Bugfix: Mercs would act independently after taking part in a boxing match (broken in rev 7178). I reactivated the old fix with an additional check for boxing state so loading a savegame during a boxing match will not break the boxing match.
Bugfix: When a squad had the scouting trait, CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE and CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = FALSE the map always showed enemy teams next to the player squad because of the false positives feature. I disabled this feature completely until a believable mechanism is implemented for a chance based false positive reporting. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7273 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-8
@@ -6298,18 +6298,21 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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//now change the savegame format so that temp files are saved and loaded correctly
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guiCurrentSaveGameVersion = SAVE_GAME_VERSION;
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// Flugente: should not be needed anymore
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// silversurfer: added additional check to only remove the flags when there is no boxing activity going on at the moment.
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// WANNE: This should fix the bug if any merc are still under PC control. This could happen after boxing in SAN MONA.
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/*SOLDIERTYPE *pTeamSoldier;
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for (INT8 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
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if ( gTacticalStatus.bBoxingState == NOT_BOXING )
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{
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pTeamSoldier=MercPtrs[bLoop];
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SOLDIERTYPE *pTeamSoldier;
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for (INT8 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
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{
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pTeamSoldier=MercPtrs[bLoop];
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if (pTeamSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL)
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pTeamSoldier->flags.uiStatusFlags &= (~SOLDIER_PCUNDERAICONTROL);
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if (pTeamSoldier->flags.uiStatusFlags & SOLDIER_PCUNDERAICONTROL)
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pTeamSoldier->flags.uiStatusFlags &= (~SOLDIER_PCUNDERAICONTROL);
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pTeamSoldier->DeleteBoxingFlag();
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}*/
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pTeamSoldier->DeleteBoxingFlag();
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}
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}
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return( TRUE );
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}
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