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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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-4
@@ -2194,7 +2194,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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// Flugente: add an icon if we are currently in disguise
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if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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if ( MercPtrs[ pFace->ubSoldierID ]->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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{
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DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 12 );
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bNumRightIcons++;
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@@ -2210,12 +2210,12 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// Flugente: icons for radio operator actions (not the assignment)
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if ( MercPtrs[ pFace->ubSoldierID ]->bAssignment != RADIO_SCAN )
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{
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if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING|SOLDIER_RADIO_OPERATOR_LISTENING) )
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if ( MercPtrs[ pFace->ubSoldierID ]->usSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING|SOLDIER_RADIO_OPERATOR_LISTENING) )
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{
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DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 19 );
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bNumRightIcons++;
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}
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else if ( MercPtrs[ pFace->ubSoldierID ]->bSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING )
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else if ( MercPtrs[ pFace->ubSoldierID ]->usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING )
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{
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DoRightIcon( uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 20 );
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bNumRightIcons++;
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@@ -2420,7 +2420,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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BltVideoObjectFromIndex( uiRenderBuffer, guiPORTRAITICONS, sIconIndex, sIconX, sIconY, VO_BLT_SRCTRANSPARENCY, NULL );
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fDoIcon = FALSE;
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bNumRightIcons++;
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++bNumRightIcons;
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}
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}
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}
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