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****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2862,7 +2862,7 @@ void RemoveOneOpponent(SOLDIERTYPE *pSoldier)
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{
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Oppcnt for %d (%s) tried to go below 0", pSoldier->ubID, pSoldier->name ) );
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#ifdef JA2BETAVERSION
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ScreenMsg( MSG_FONT_YELLOW, MSG_UI_FEEDBACK, L"Opponent counter dropped below 0 for person %d (%s). Please inform Sir-tech of this, and what has just been happening in the game.", pSoldier->ubID, pSoldier->name );
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ScreenMsg( MSG_FONT_YELLOW, MSG_UI_FEEDBACK, L"Opponent counter dropped below 0 for person %d (%s). Please inform Sir-tech of this, and what has just been happening in the game.", pSoldier->ubID, pSoldier->name );
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#endif
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pSoldier->aiData.bOppCnt = 0;
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}
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@@ -5751,7 +5751,8 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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if (pSoldier->aiData.bOppList[ubNoiseMaker] == SEEN_CURRENTLY)
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{
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// civilians care about gunshots even if they come from someone they can see
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if ( !( pSoldier->aiData.bNeutral && ubNoiseType == NOISE_GUNFIRE ) )
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// ChrisL: Crows will fly away if they hear any noise
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if ( !( pSoldier->aiData.bNeutral && ubNoiseType == NOISE_GUNFIRE ) && pSoldier->ubBodyType != CROW )
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{
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continue; // then who cares whether he can also hear the guy?
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}
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@@ -6949,7 +6950,8 @@ void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier )
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if ( pOpponent->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY )
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{
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// have to add to opponent's oppcount as well since we just became non-neutral
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AddOneOpponent( pOpponent );
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//CHRISL: If we do this, Bloodcats get counted at opponents multiple times and never get removed from the OppCnt variable.
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//AddOneOpponent( pOpponent );
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}
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}
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}
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