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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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@@ -4941,7 +4941,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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wcscpy( gzUserDefinedButton[2], TacticalStr[ CLEAN_ONE_GUN_STR ] );
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wcscpy( gzUserDefinedButton[3], TacticalStr[ CLEAN_ALL_GUNS_STR ] );
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_DISGUISE_STR ] );
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else
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wcscpy( gzUserDefinedButton[1], TacticalStr[ TAKE_OFF_CLOTHES_STR ] );
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@@ -4958,7 +4958,7 @@ void StartTacticalFunctionSelectionMessageBox( SOLDIERTYPE * pSoldier, INT32 sGr
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}
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// if disguised, allow testing our disguise
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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wcscpy( gzUserDefinedButton[6], TacticalStr[ SPY_SELFTEST_STR ] );
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else
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wcscpy( gzUserDefinedButton[6], TacticalStr[ UNUSED_STR ] );
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@@ -5185,7 +5185,7 @@ void TacticalFunctionSelectionMessageBoxCallBack( UINT8 ubExitValue )
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break;
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case 7:
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// test our disguise
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if ( gpTempSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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if ( gpTempSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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gpTempSoldier->SpySelfTest();
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break;
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default:
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@@ -6443,7 +6443,7 @@ UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet
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// - 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
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// - 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
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// or simplicity reasons, I will do #2 here. Until it breaks, then I'll be forced to do #1.
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pSoldier->bSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER;
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pSoldier->usSoldierFlagMask |= SOLDIER_ACCESSTEAMMEMBER;
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// if we are Nails, don't allow taking our vest
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if ( pOpponent->ubProfile == 34 && i == VESTPOS )
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