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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
This commit is contained in:
@@ -368,7 +368,7 @@ void InitTacticalPlacementGUI()
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!MercPtrs[ i ]->bSectorZ )
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{
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// Flugente: if options allow it and we entered this sector - in combat - via helicopter, then allow us free selection of our entry point, and drop us from the helicopter
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if ( MercPtrs[ i ]->bTeam == gbPlayerNum && gGameExternalOptions.ubSkyriderHotLZ == 3 && MercPtrs[ i ]->bSoldierFlagMask & SOLDIER_AIRDROP )
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if ( MercPtrs[ i ]->bTeam == gbPlayerNum && gGameExternalOptions.ubSkyriderHotLZ == 3 && MercPtrs[ i ]->usSoldierFlagMask & SOLDIER_AIRDROP )
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{
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AddMercToHeli( MercPtrs[ i ]->ubID );
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@@ -946,7 +946,7 @@ void RenderTacticalPlacementGUI()
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gTPClipRectCenterBottom.iRight = iOffsetHorizontal + 634;
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}
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// Flugente airdrop
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else if ( gfCenter && gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
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else if ( gfCenter && gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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{
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// Left black border
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gTPClipRectCenterLeft.iLeft = iOffsetHorizontal;
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@@ -976,7 +976,7 @@ void RenderTacticalPlacementGUI()
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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if (!gfCenter || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && !(gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP)) )
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if (!gfCenter || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && !(gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP)) )
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Blt16BPPBufferLooseHatchRectWithColor( (UINT16*)pDestBuf, uiDestPitchBYTES, &gTPClipRect, usHatchColor );
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// WANNE - MP: Center
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else
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@@ -989,7 +989,7 @@ void RenderTacticalPlacementGUI()
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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if (!gfCenter || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && !(gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP)) )
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if (!gfCenter || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gbSelectedMercID >= 0 && !(gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP)) )
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RectangleDraw( TRUE, gTPClipRect.iLeft, gTPClipRect.iTop, gTPClipRect.iRight, gTPClipRect.iBottom, usHatchColor, pDestBuf );
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else
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{
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@@ -1199,7 +1199,7 @@ void TacticalPlacementHandle()
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}
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// WANNE - MP: Center
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if ( gfCenter && ( is_networked || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP)) )
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if ( gfCenter && ( is_networked || (gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP)) )
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{
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if (gMercPlacement[ gbCursorMercID ].ubStrategicInsertionCode == INSERTION_CODE_CENTER )
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{
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@@ -1470,7 +1470,7 @@ void MercClickCallback( MOUSE_REGION *reg, INT32 reason )
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{
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if( gbSelectedMercID != i )
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{
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ i ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ i ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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gubDefaultButton = GROUP_BUTTON;
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gbSelectedMercID = i;
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@@ -1493,7 +1493,7 @@ void SelectNextUnplacedUnit()
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if( gbSelectedMercID == -1 )
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return;
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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gubDefaultButton = GROUP_BUTTON;
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for( i = gbSelectedMercID; i < giPlacements; i++ )
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@@ -1547,7 +1547,7 @@ void HandleTacticalPlacementClicksInOverheadMap( MOUSE_REGION *reg, INT32 reason
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{
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if( gbSelectedMercID != -1 )
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{
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && gMercPlacement[ gbSelectedMercID ].pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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gubDefaultButton = GROUP_BUTTON;
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if( GetOverheadMouseGridNo( &sGridNo ) )
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@@ -1694,7 +1694,7 @@ void PutDownMercPiece( INT32 iPlacement )
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if(!TileIsOutOfBounds(sGridNo))
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{
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// Flugente: initiate airdrop, place merc on roof if necessary
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && pSoldier->bSoldierFlagMask & SOLDIER_AIRDROP )
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if ( gGameExternalOptions.ubSkyriderHotLZ == 3 && pSoldier->usSoldierFlagMask & SOLDIER_AIRDROP )
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{
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// hideous hack
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gfTacticalDoHeliRun = TRUE;
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