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
@@ -1199,7 +1199,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
}
// Flugente: campaign stats
if ( pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
if ( pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
gCurrentIncident.usIncidentFlags |= INCIDENT_AIRDROP;
// problem: soldiers already present in a sector have ubStrategicInsertionCode = 0, which is INSERTION_CODE_NORTH - but they don't actually come from north, as they are already present
@@ -1234,7 +1234,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
}
// add this flag whenever we enter strategically enter a sector (= we attack a sector)
pSoldier->bSoldierFlagMask |= SOLDIER_ASSAULT_BONUS;
pSoldier->usSoldierFlagMask |= SOLDIER_ASSAULT_BONUS;
// Override calculated direction if we were told to....
if ( pSoldier->ubInsertionDirection > 100 )
@@ -1530,9 +1530,9 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
}
// Flugente: if we are airdropping, center screen on the action and remove soldier initially. He will be dropped into the sector by the helicopter
if ( pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
if ( pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
{
pSoldier->bSoldierFlagMask &= ~SOLDIER_AIRDROP;
pSoldier->usSoldierFlagMask &= ~SOLDIER_AIRDROP;
if ( gGameExternalOptions.ubSkyriderHotLZ == 3 )
{