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if disguised mercs with the covert trait retreat from battle, it is assumed they were on a reconnaissance mission, thus they do not suffer a morale penalty for retreating
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5678 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+10
-6
@@ -710,12 +710,16 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
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{
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if ( gGameOptions.fNewTraitSystem )
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{
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// SANDRO - no penalty for pacifists to run away
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if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait != CHAR_TRAIT_PACIFIST )
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HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
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// Double morale drop for aggressive people
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if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
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// Flugente: if we have the covert trait and are covert, we might simply be returning from a reconnaissance mission in enemy territory. No need for a morale drop in this case
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if ( !HAS_SKILL_TRAIT( pTeamSoldier, COVERT_NT ) || ( pTeamSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) == 0) )
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{
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// SANDRO - no penalty for pacifists to run away
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if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait != CHAR_TRAIT_PACIFIST )
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HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
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// Double morale drop for aggressive people
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if ( gMercProfiles[pTeamSoldier->ubProfile].bCharacterTrait == CHAR_TRAIT_AGGRESSIVE )
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HandleMoraleEventForSoldier( pTeamSoldier, MORALE_RAN_AWAY );
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}
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}
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else
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{
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