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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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@@ -6538,11 +6538,14 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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if ( PlayerKnowsAboutVIP( sSectorX, sSectorY ) )
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ShowVIPSymbol( sSectorX, sSectorY );
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// silversurfer: disabled this for now as it always leads to false positives with scouting trait and
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// gSkillTraitValues.fSCCanDetectEnemyPresenseAround == true and gSkillTraitValues.fSCCanDetermineEnemyNumbersAround == false.
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// If someone comes up with a good and believable way to implement a certain probability for false reports please go ahead and implement that instead of a 100 percent chance.
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// Flugente: snitch reports can be false - we assume an enemy patrol where there is none. Unfortunately, that would always be the case if fNoEnemyDetectionWithoutReconis false - we detect something everywhere,
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// so every sector gets a red question mark. In that case, get out of here
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// anv: probability of false enemy reports!
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// anyone here?
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if( !sNumberOfEnemies && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon )
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if( !sNumberOfEnemies ) // && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon )
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{
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// nope - display nothing
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return;
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