- New Feature: enemies roles allows the AI to use medics and officers, and the player can now identify high-value targets among the enemy.

Requires GameDir >= r1987.

- If an enemy is spawned with a radio set, he is more likely to become a radio operator.
- It is now possible to mount a gun on prone allies if you are facing them on the right angle.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7072 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2014-03-16 18:24:40 +00:00
parent 306fae059c
commit 2e773a029d
27 changed files with 702 additions and 123 deletions
+7 -2
View File
@@ -2170,7 +2170,12 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
if ( pOpponent->UsesScubaGear() )
return;
// Flugente: update our sight concerning this guy, otherwise we could get way with open attacks because this does not get updated
pSoldier->RecognizeAsCombatant(pOpponent->ubID);
if ( pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
{
// Flugente: note that this enemy has been seen by mercs this turn
if ( pOpponent->bTeam == ENEMY_TEAM && pSoldier->bTeam == OUR_TEAM )
pOpponent->bSoldierFlagMask |= SOLDIER_ENEMY_OBSERVEDTHISTURN;
}
// if we're seeing a guy we didn't see on our last chance to look for him
if (pSoldier->aiData.bOppList[pOpponent->ubID] != SEEN_CURRENTLY)
@@ -2506,7 +2511,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
BOOLEAN fAddAsOpponent = FALSE;
if ( !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide) && pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
{
// ... check wether he is not neutral against us (account for the fact that we might be covert!)
// ... check wether he is not neutral against us (account for the fact that we might be covert!)
// if we are an NPC assassin
if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{