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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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@@ -601,7 +601,7 @@ extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
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// This macro should be used whenever we want to see if someone is neutral
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// IF WE ARE CONSIDERING ATTACKING THEM. Creatures & bloodcats will attack neutrals
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// but they can't attack empty vehicles!!
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral || them->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral || them->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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typedef struct
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{
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@@ -1431,7 +1431,7 @@ public:
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INT16 bExtraWisdom; // additional wisdom gained via drugs
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INT8 bExtraExpLevel; // corruption can temporarily alter our ExpLevel without messing up our stats this way
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INT32 bSoldierFlagMask; // for various soldier-related flags (Illusion, Kill streak, etc.). Easier than adding 32 bool variables
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UINT32 usSoldierFlagMask; // for various soldier-related flags (Illusion, Kill streak, etc.). Easier than adding 32 bool variables
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// Flugente: food system
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INT32 bFoodLevel; // current level of food saturation
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@@ -1461,7 +1461,7 @@ public:
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// Note that we also have to account for padding, so you might need to substract more than just the size of the new variables
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UINT8 ubFiller[20];
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INT32 bSoldierFlagMask2; // anv: another bSoldierFlagMask
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UINT32 usSoldierFlagMask2; // anv: another usSoldierFlagMask
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#ifdef JA2UB
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@@ -1833,6 +1833,9 @@ public:
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BOOLEAN AIDoctorFriend(); // AI-only: heal a wounded friend. Do NOT, repeat, NOT use this with mercs!
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BOOLEAN AIDoctorSelf(); // AI-only: heal self. Do NOT, repeat, NOT use this with mercs!
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// Flugente: boxing fix: this shall be the only location where the boxing flag gets removed (easier debugging)
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void DeleteBoxingFlag();
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//////////////////////////////////////////////////////////////////////////////
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}; // SOLDIERTYPE;
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