mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- Fix: new clothes are not damaged
- Fix: changing clothes in sight of enemies no longer auto-hides - Fix: opponent refresh for captured soldiers should work now - Fix: prisons must have been liberated once to be able to send prisoners there - adjusted spy trait for new animations - Fix: allied militia no longer uncovers player spies git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5751 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1773,7 +1773,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
|
||||
{
|
||||
// if neither side is neutral AND
|
||||
// if this soldier is an opponent (fights for different side)
|
||||
if (pSoldier->bActive && pOpponent->bActive && !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide) && pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
|
||||
if (pSoldier->bActive && pOpponent->bActive && !CONSIDERED_NEUTRAL_NOT_POW( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL_NOT_POW( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide) && pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
|
||||
{
|
||||
RemoveOneOpponent(pSoldier);
|
||||
}
|
||||
@@ -6807,7 +6807,7 @@ void DecayIndividualOpplist(SOLDIERTYPE *pSoldier)
|
||||
if (pSoldier->stats.bLife < OKLIFE)
|
||||
{
|
||||
// must make sure that public opplist is kept to match...
|
||||
for ( uiLoop = 0; uiLoop < TOTAL_SOLDIERS; uiLoop++ )
|
||||
for ( uiLoop = 0; uiLoop < TOTAL_SOLDIERS; ++uiLoop )
|
||||
{
|
||||
if ( pSoldier->aiData.bOppList[ uiLoop ] == SEEN_CURRENTLY )
|
||||
{
|
||||
@@ -6822,7 +6822,7 @@ void DecayIndividualOpplist(SOLDIERTYPE *pSoldier)
|
||||
}
|
||||
|
||||
// man looks for each of his opponents WHO IS CURRENTLY SEEN
|
||||
for (uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
|
||||
for (uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop)
|
||||
{
|
||||
pOpponent = MercSlots[ uiLoop ];
|
||||
|
||||
@@ -6835,21 +6835,20 @@ void DecayIndividualOpplist(SOLDIERTYPE *pSoldier)
|
||||
continue;
|
||||
}
|
||||
|
||||
pPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
||||
pPersOL = pSoldier->aiData.bOppList + pOpponent->ubID;
|
||||
|
||||
// if this opponent is seen currently
|
||||
if (*pPersOL == SEEN_CURRENTLY)
|
||||
{
|
||||
// if this opponent is seen currently
|
||||
if (*pPersOL == SEEN_CURRENTLY)
|
||||
{
|
||||
// they are NOT visible now!
|
||||
(*pPersOL)++;
|
||||
if (!CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && !CONSIDERED_NEUTRAL( pSoldier, pOpponent ) && (pSoldier->bSide != pOpponent->bSide) && pSoldier->RecognizeAsCombatant(pOpponent->ubID) )
|
||||
{
|
||||
RemoveOneOpponent(pSoldier);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user