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
This commit is contained in:
Flugente
2014-04-30 21:36:18 +00:00
parent 8b494003fd
commit 30060f0595
46 changed files with 759 additions and 711 deletions
+3 -3
View File
@@ -202,7 +202,7 @@ BOOLEAN ApplyDrugs( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
pSoldier->bRegenBoostersUsedToday++;
// set flag: we are on drugs
pSoldier->bSoldierFlagMask |= SOLDIER_DRUGGED;
pSoldier->usSoldierFlagMask |= SOLDIER_DRUGGED;
}
// increase drug counter if not alcoholic drug
@@ -258,7 +258,7 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
INT32 iNumLoops;
// if were not on drugs, nothing to do here
if ( ( pSoldier->bSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
if ( ( pSoldier->usSoldierFlagMask & SOLDIER_DRUGGED ) == 0 )
return;
// We test for every 'pure' drug separately
@@ -516,7 +516,7 @@ void HandleEndTurnDrugAdjustments( SOLDIERTYPE *pSoldier )
// if all drug effects have ended, delete flag
if ( !MercUnderTheInfluence(pSoldier) )
pSoldier->bSoldierFlagMask &= ~SOLDIER_DRUGGED;
pSoldier->usSoldierFlagMask &= ~SOLDIER_DRUGGED;
}
void HandleAPEffectDueToDrugs( SOLDIERTYPE *pSoldier, INT16 *pubPoints )