- 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
This commit is contained in:
Flugente
2014-05-01 13:28:33 +00:00
parent 30060f0595
commit 6edf7dd079
33 changed files with 1050 additions and 337 deletions
+2 -2
View File
@@ -15430,7 +15430,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// exceptions: we are discovered if we are close and bleeding, or if we are drunk while dressed as a soldier
{
// if we are openly bleeding: not covert
if ( this->bBleeding > 0 )
if ( gSkillTraitValues.fCODetectIfBleeding && this->bBleeding > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
return FALSE;
@@ -15448,7 +15448,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT8 ubObserverID )
// however, if we are dressed up as a civilian, we can get as close as we like, we won't be discovered
{
// if we are openly bleeding: not covert
if ( this->bBleeding > 0 )
if ( gSkillTraitValues.fCODetectIfBleeding && this->bBleeding > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_BLEEDING], this->GetName() );
return FALSE;