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Merged revision(s) 7166-7177 from branches/ja2_source_official_2014:
- Flagmasks are unsigned, and should be called and treated as such - Fix: experience gain from interrogation was too high - Fix: chance of a prisoner becoming militia was calculated wrong - default weight maximum for MOVE ITEM assignment increased from 30 to 40 kg - Fix: snitches report the same event multiple times - Fix: snitches treat vehicles as persons - Fix: selection of launchables is inefficient, an does not take into account wether items are depending on day/night cycle - new key combination: in strategic, pressing [CTRL] + [E] wile both a merc's inventory and the sector inventory are open will fill the merc's inventory with sector items - trivial code cleanup - if prisoners are taken in a sector that houses a prison, that prison can also be selected to house them - Fix: distributing newly taken prisoners in a prison sector no longer redistributes all prisoners, only the new ones - GetClosestFlaggedSoldierID can also be called without evaluation of sight - Fix: Covert Ops: throwing/lobbing items or shooting rockets is deemed suspicious behaviour - Fix: boxing was broken by loading a savegame - Fix: campaign history rarely recorded kills in autoresolve - There is no reason why the IDs that boxers are reset to before they are reinitialised would ever need to be altered by a modder. Required script change in stable GameDir r2024. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7178 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-9
@@ -2083,7 +2083,7 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
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numBytesRead = ReadFieldByField(hFile, &this->bExtraAgility, sizeof(bExtraAgility), sizeof(INT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->bExtraWisdom, sizeof(bExtraWisdom), sizeof(INT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->bExtraExpLevel, sizeof(bExtraExpLevel), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->bSoldierFlagMask, sizeof(bSoldierFlagMask), sizeof(INT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->usSoldierFlagMask, sizeof(usSoldierFlagMask), sizeof(UINT32), numBytesRead);
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if ( guiCurrentSaveGameVersion >= FOOD_CHANGES )
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{
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@@ -2227,13 +2227,13 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
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if ( guiCurrentSaveGameVersion >= SNITCH_TRAIT_EXTENDED )
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{
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numBytesRead = ReadFieldByField(hFile, &this->bSoldierFlagMask2, sizeof(bSoldierFlagMask2), sizeof(INT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &this->usSoldierFlagMask2, sizeof(usSoldierFlagMask2), sizeof(UINT32), numBytesRead);
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}
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else
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{
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this->bSoldierFlagMask2 = 0;
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this->usSoldierFlagMask2 = 0;
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for(int i = 0; i < sizeof(bSoldierFlagMask2); ++i)
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for(int i = 0; i < sizeof(usSoldierFlagMask2); ++i)
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buffer++;
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}
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@@ -6277,8 +6277,9 @@ 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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// 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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/*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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@@ -6286,9 +6287,8 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
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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_BOXER)
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pTeamSoldier->flags.uiStatusFlags &= (~SOLDIER_BOXER);
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}
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pTeamSoldier->DeleteBoxingFlag();
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}*/
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return( TRUE );
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}
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@@ -8637,7 +8637,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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fDisableMapInterfaceDueToBattle = sGeneralInfo.fDisableMapInterfaceDueToBattle;
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memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
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memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( INT8 ) );
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memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT8 ) );
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memcpy( &gfBoxerFought, &sGeneralInfo.fBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
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//Load the helicopter status
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