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
+4 -4
View File
@@ -4941,7 +4941,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ONE_GUN_STR ] );
wcscpy( gzUserDefinedButton[3], TacticalStr[ CLEAN_ALL_GUNS_STR ] );
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_DISGUISE_STR ] );
else
wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
@@ -4958,7 +4958,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
}
// if disguised, allow testing our disguise
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
wcscpy( gzUserDefinedButton[6], TacticalStr[ SPY_SELFTEST_STR ] );
else
wcscpy( gzUserDefinedButton[6], TacticalStr[ UNUSED_STR ] );
@@ -5185,7 +5185,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
break;
case 7:
// test our disguise
if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
gpTempSoldier->SpySelfTest();
break;
default:
@@ -6443,7 +6443,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
// - remove the 'steal from teammember' stuff from the usual stealing stuff, and add it as a new action (like handcuffing), complete with building the steal-sub-menu and everything
// - or introduce a flag that prohibits teammembers from 'reaction-firing' on us. Set it upon stealing (here) and remove it after the steal menu is closed
// or simplicity reasons, I will do #2 here. Until it breaks, then I'll be forced to do #1.
pSoldier->bSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER;
pSoldier->usSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER;
// if we are Nails, don't allow taking our vest
if ( pOpponent->ubProfile == 34 && i == VESTPOS )