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- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.
- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE. - renamed special prisoners to officers. - lowered the priority of enemy troops becoming medics - prisoners in player-controlled prisons now use the prioner-colour scheme used by Shank and Dynamo Requires GameDir >= r2028. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7179 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1289,6 +1289,47 @@ void ShowUncertainNumberEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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InvalidateRegion( sXPosition ,sYPosition, sXPosition + DMAP_GRID_X, sYPosition + DMAP_GRID_Y );
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}
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void ShowVIPSymbol( INT16 sSectorX, INT16 sSectorY )
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{
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INT16 sXPosition = 0, sYPosition = 0;
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HVOBJECT hIconHandle;
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UINT8 iconOffsetX = 0;
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UINT8 iconOffsetY = 0;
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if ( iResolution >= _640x480 && iResolution < _800x600 )
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{
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iconOffsetX = 2;
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iconOffsetY = 9;
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}
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else if ( iResolution < _1024x768 )
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{
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iconOffsetX = 8;
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iconOffsetY = 12;
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}
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else
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{
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iconOffsetX = 12;
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iconOffsetY = 13;
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}
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// grab the x and y postions
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sXPosition = sSectorX;
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sYPosition = sSectorY;
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// get the video object
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GetVideoObject( &hIconHandle, guiCHARICONS );
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// check if we are zoomed in...need to offset in case for scrolling purposes
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sXPosition = (INT16)(iconOffsetX + (MAP_VIEW_START_X + (sSectorX * MAP_GRID_X + 1)) - 1);
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sYPosition = (INT16)(((iconOffsetY + (sSectorY * MAP_GRID_Y) + 1)));
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sYPosition -= 2;
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// small question mark
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BltVideoObject( guiSAVEBUFFER, hIconHandle, 10, sXPosition, sYPosition, VO_BLT_SRCTRANSPARENCY, NULL );
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InvalidateRegion( sXPosition, sYPosition, sXPosition + DMAP_GRID_X, sYPosition + DMAP_GRID_Y );
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}
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void ShowTeamAndVehicles(INT32 fShowFlags)
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{
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@@ -6493,6 +6534,10 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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// get total number of badguys here
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sNumberOfEnemies = NumEnemiesInSector( sSectorX, sSectorY );
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// Flugente: note if we have detected a VIP here
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if ( SectorHasVIP( sSectorX, sSectorY ) )//PlayerKnowsAboutVIP( sSectorX, sSectorY ) )
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ShowVIPSymbol( sSectorX, sSectorY );
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// Flugente: snitch reports can be false - we assume an enemy patrol where there is none. Unfortunately, that would always be the case if fNoEnemyDetectionWithoutReconis false - we detect something everywhere,
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// so every sector gets a red question mark. In that case, get out of here
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// anv: probability of false enemy reports!
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