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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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@@ -903,7 +903,7 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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}
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// if zombie and headshots are required, forbid rising if killed by headshot
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if ( pSoldier->IsZombie() && gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && (pSoldier->bSoldierFlagMask & SOLDIER_HEADSHOT) )
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if ( pSoldier->IsZombie() && gGameExternalOptions.fZombieOnlyHeadShotsPermanentlyKill && (pSoldier->usSoldierFlagMask & SOLDIER_HEADSHOT) )
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Corpse.usFlags |= ROTTING_CORPSE_NEVER_RISE_AGAIN;
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// Flugente: copy name of soldier...
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@@ -912,10 +912,10 @@ BOOLEAN TurnSoldierIntoCorpse( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveMerc, BOOLE
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#endif
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// if this soldier's uniform was damaged (gunfire, blade attacks, explosions) then don't allow to take the uniform. We can't stay hidden if we're covered in blood :-)
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if ( pSoldier->bSoldierFlagMask & SOLDIER_DAMAGED_VEST )
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if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_VEST )
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Corpse.usFlags |= ROTTING_CORPSE_NO_VEST;
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if ( pSoldier->bSoldierFlagMask & SOLDIER_DAMAGED_PANTS )
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if ( pSoldier->usSoldierFlagMask & SOLDIER_DAMAGED_PANTS )
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Corpse.usFlags |= ROTTING_CORPSE_NO_PANTS;
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// Determine corpse type!
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