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Changes to covert operations feature (by sevenfm): If the new skill setting COVERT_STRIPIFUNCOVERED is FALSE,
- we can only disguise successfully if we haven't been seen recently (last 3 turns) - disabled automatic clothes stripping when uncovered - redisguise automatically if spy haven't been seen by enemy recently and wears correct clothes git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8210 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3462,7 +3462,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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if( !TileIsOutOfBounds(sFlankGridNo) &&
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!GuySawEnemyThisTurnOrBefore(pSoldier) &&
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!GuySawEnemy(pSoldier) &&
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!pSoldier->aiData.bUnderFire &&
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!Water(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
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pSoldier->bInitialActionPoints >= APBPConstants[AP_MINIMUM] &&
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@@ -3626,7 +3626,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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}
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// sevenfm: don't help if seen enemy recently or under fire
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if( GuySawEnemyThisTurnOrBefore(pSoldier) || pSoldier->aiData.bUnderFire )
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if( GuySawEnemy(pSoldier) || pSoldier->aiData.bUnderFire )
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{
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bHelpPts -= 10;
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}
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@@ -3658,7 +3658,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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// if there is an opponent reachable
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// sevenfm: allow seeking in prone stance if we haven't seen enemy for several turns
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if (!TileIsOutOfBounds(sClosestDisturbance) &&
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( gAnimControl[ pSoldier->usAnimState ].ubHeight != ANIM_PRONE || !GuySawEnemyThisTurnOrBefore(pSoldier) ) )
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(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemy( pSoldier )) )
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"decideactionred: seek opponent");
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//////////////////////////////////////////////////////////////////////
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@@ -3750,7 +3750,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK)
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( pSoldier->aiData.bOrders == SEEKENEMY ||
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pSoldier->aiData.bOrders == FARPATROL ||
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime() ) &&
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(!GuySawEnemyThisTurnOrBefore( pSoldier ) || fOvercrowded ) &&
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(!GuySawEnemy( pSoldier ) || fOvercrowded ) &&
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!Water(pSoldier->sGridNo, pSoldier->pathing.bLevel) &&
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pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
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( CountFriendsInDirection( pSoldier, sClosestDisturbance ) > 1 || NightTime() || fOvercrowded) )
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@@ -10261,7 +10261,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
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}
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if ( !TileIsOutOfBounds( sFlankGridNo ) &&
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!GuySawEnemyThisTurnOrBefore( pSoldier ) &&
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!GuySawEnemy( pSoldier ) &&
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!pSoldier->aiData.bUnderFire &&
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!Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ) &&
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pSoldier->bInitialActionPoints >= APBPConstants[AP_MINIMUM] &&
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@@ -10379,7 +10379,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
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}
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// sevenfm: don't help if seen enemy recently or under fire
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if ( GuySawEnemyThisTurnOrBefore( pSoldier ) || pSoldier->aiData.bUnderFire )
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if ( GuySawEnemy( pSoldier ) || pSoldier->aiData.bUnderFire )
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{
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bHelpPts -= 10;
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}
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@@ -10411,7 +10411,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
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// if there is an opponent reachable
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// sevenfm: allow seeking in prone stance if we haven't seen enemy for several turns
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if ( !TileIsOutOfBounds( sClosestDisturbance ) &&
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(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemyThisTurnOrBefore( pSoldier )) )
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(gAnimControl[pSoldier->usAnimState].ubHeight != ANIM_PRONE || !GuySawEnemy( pSoldier )) )
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "ArmedVehicleDecideActionRed: seek opponent" );
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//////////////////////////////////////////////////////////////////////
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@@ -10460,7 +10460,7 @@ INT8 ArmedVehicleDecideActionRed( SOLDIERTYPE *pSoldier, UINT8 ubUnconsciousOK )
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(pSoldier->aiData.bOrders == SEEKENEMY ||
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pSoldier->aiData.bOrders == FARPATROL ||
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pSoldier->aiData.bOrders == CLOSEPATROL && NightTime( )) &&
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(!GuySawEnemyThisTurnOrBefore( pSoldier ) || fOvercrowded) &&
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(!GuySawEnemy( pSoldier ) || fOvercrowded) &&
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!Water( pSoldier->sGridNo, pSoldier->pathing.bLevel ) &&
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pSoldier->bActionPoints >= APBPConstants[AP_MINIMUM] &&
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(CountFriendsInDirection( pSoldier, sClosestDisturbance ) > 1 || NightTime( ) || fOvercrowded) )
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