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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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@@ -202,7 +202,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
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pSoldier->bRegenBoostersUsedToday++;
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// set flag: we are on drugs
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pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
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pSoldier->usSoldierFlagMask |= SOLDIER_DRUGGED;
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}
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// increase drug counter if not alcoholic drug
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@@ -258,7 +258,7 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
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INT32 iNumLoops;
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// if were not on drugs, nothing to do here
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if ( ( pSoldier->bSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
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if ( ( pSoldier->usSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
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return;
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// We test for every 'pure' drug separately
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@@ -516,7 +516,7 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
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// if all drug effects have ended, delete flag
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if ( !MercUnderTheInfluence(pSoldier) )
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pSoldier->bSoldierFlagMask &= ~SOLDIER_DRUGGED;
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pSoldier->usSoldierFlagMask &= ~SOLDIER_DRUGGED;
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}
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void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )
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