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
@@ -1529,7 +1529,7 @@ INT32 ClosestUnDisguisedPC( SOLDIERTYPE *pSoldier, INT32 * psDistance )
if ( AM_AN_EPC( pTargetSoldier ) )
continue;
if ( pTargetSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
if ( pTargetSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
continue;
sDist = PythSpacesAway(pSoldier->sGridNo,pTargetSoldier->sGridNo);
@@ -3070,7 +3070,7 @@ INT32 CalcStraightThreatValue( SOLDIERTYPE *pEnemy )
}
// Flugente: get the id of the closest soldier with a specific flag that we can currently see
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag )
UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 auTeam, UINT32 aFlag, BOOLEAN fCheckSight )
{
UINT8 id = NOBODY;
UINT32 uiLoop;
@@ -3103,7 +3103,7 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
continue;
// check for flag
if ( !(pFriend->bSoldierFlagMask & aFlag) )
if ( !(pFriend->usSoldierFlagMask & aFlag) )
continue;
// are we close enough?
@@ -3111,7 +3111,7 @@ UINT8 GetClosestFlaggedSoldierID( SOLDIERTYPE * pSoldier, INT16 aRange, UINT8 au
if ( friendrange < range)
{
// can we see this guy?
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
if ( !fCheckSight || SoldierTo3DLocationLineOfSightTest( pSoldier, pFriend->sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
{
range = friendrange;
id = pFriend->ubID;