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Fix: covert gear was uncovered due to too high coolness when disguised as a soldier (should only apply to hand items)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6186 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -14851,12 +14851,16 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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return TRUE;
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return TRUE;
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}
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}
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// guns/launchers in our hands will always be noticed, even if covert, so we need to check them later
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if ( bLoop == HANDPOS || bLoop == SECONDHANDPOS )
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;
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// other covert items are simply ignored
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if ( HasItemFlag(this->inv[bLoop].usItem, COVERT) )
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continue;
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// further checks it item is not covert. This means that an item that has that tag will not be detected if it is inside a pocket!
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// further checks it item is not covert. This means that an item that has that tag will not be detected if it is inside a pocket!
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if (!HasItemFlag(this->inv[bLoop].usItem, COVERT) && (bLoop == HANDPOS || bLoop == SECONDHANDPOS || bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS) )
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else if ( (bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS || bLoop == KNIFEPOCKPOS) )
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;
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;
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else if ( bLoop == KNIFEPOCKPOS && !HasItemFlag(this->inv[bLoop].usItem, COVERT) )
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else
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;
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else if ( !HasItemFlag(this->inv[bLoop].usItem, COVERT) )
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{
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{
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// item will be detected if someone looks - check for the LBE item that gave us this slot. If that one is covert, this item is also covert
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// item will be detected if someone looks - check for the LBE item that gave us this slot. If that one is covert, this item is also covert
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UINT8 checkslot = 0;
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UINT8 checkslot = 0;
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