diff --git a/Tactical/Interface.cpp b/Tactical/Interface.cpp index 088c3dc1..d3de1c08 100644 --- a/Tactical/Interface.cpp +++ b/Tactical/Interface.cpp @@ -6595,8 +6595,9 @@ BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier) sYPos += 20; } } - // is this guy an (non-vip) officer? - else if ( pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER ) + + // is this guy an officer? + if ( pSoldier->usSoldierFlagMask & SOLDIER_ENEMY_OFFICER ) { // Add bars iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, sXPos, sYPos, (INT16)(sXPos + 20 ), (INT16)(sYPos + 20 ) ); diff --git a/Tactical/Soldier Create.cpp b/Tactical/Soldier Create.cpp index 75a73cf7..24577a61 100644 --- a/Tactical/Soldier Create.cpp +++ b/Tactical/Soldier Create.cpp @@ -1738,8 +1738,7 @@ BOOLEAN TacticalCopySoldierFromCreateStruct( SOLDIERTYPE *pSoldier, SOLDIERCREAT if ( !NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_VIP ) && !NumSoldiersWithFlagInSector( CIV_TEAM, SOLDIER_VIP ) && (gWorldSectorX != gMercProfiles[GENERAL].sSectorX || gWorldSectorY != gMercProfiles[GENERAL].sSectorY) ) { // nope, so this guy will become the VIP - // generals are also officers... - pSoldier->usSoldierFlagMask |= (SOLDIER_ENEMY_OFFICER | SOLDIER_VIP); + pSoldier->usSoldierFlagMask |= SOLDIER_VIP; } // a VIP has bodyguards else if ( NumSoldiersWithFlagInSector( ENEMY_TEAM, SOLDIER_BODYGUARD ) < gGameExternalOptions.usEnemyGeneralsBodyGuardsNumber )