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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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@@ -333,7 +333,6 @@ void DecrementTownLoyalty( INT8 bTownId, UINT32 uiLoyaltyDecrease )
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UINT32 uiRemainingDecrement;
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INT16 sThisDecrement;
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Assert( ( bTownId >= FIRST_TOWN ) && ( bTownId < NUM_TOWNS ) );
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// doesn't affect towns where player hasn't established a "presence" yet
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@@ -363,8 +362,6 @@ void DecrementTownLoyalty( INT8 bTownId, UINT32 uiLoyaltyDecrease )
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uiRemainingDecrement -= sThisDecrement;
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}
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return;
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}
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@@ -376,7 +373,6 @@ void UpdateTownLoyaltyRating( INT8 bTownId )
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INT16 sRatingChange = 0;
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UINT8 ubMaxLoyalty = 0;
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Assert( ( bTownId >= FIRST_TOWN ) && ( bTownId < NUM_TOWNS ) );
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// remember previous loyalty value
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@@ -437,8 +433,6 @@ void UpdateTownLoyaltyRating( INT8 bTownId )
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{
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fMapPanelDirty = TRUE;
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}
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return;
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}
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