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The enemy now counts disguised spies as 'theirs' when offered surrender option.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5757 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+22
-2
@@ -10056,8 +10056,15 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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if( pSoldier->bActive && ( pSoldier->sSectorX == gWorldSectorX ) && ( pSoldier->sSectorY == gWorldSectorY ) && ( pSoldier->bSectorZ == gbWorldSectorZ) )
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{
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// player side counts double, to put more emphasize on overwhelming the enemy with mercs and not just spamming militia
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// if we are disguised as a civilian, the enemy does not take us into the equation - he does not consider us
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playersidestrength += 2 * pSoldier->GetSurrenderStrength();
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if ( pSoldier->bSoldierFlagMask & SOLDIER_COVERT_CIV )
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;
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// if we are disguised as a soldier, the enemy counts us on HIS team
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else if ( pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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enemysidestrength += pSoldier->GetSurrenderStrength();
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else
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// player side counts double, to put more emphasize on overwhelming the enemy with mercs and not just spamming militia
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playersidestrength += 2 * pSoldier->GetSurrenderStrength();
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}
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}
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}
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}
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@@ -10104,7 +10111,20 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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}
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}
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}
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}
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else
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szPrisonerTextStr[STR_PRISONER_REFUSE_SURRENDER] );
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// if asking for surrender while undercover and the enemy refuses, he learns who you are, so he uncovers you
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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{
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MercPtrs[ gusSelectedSoldier ]->LooseDisguise();
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MercPtrs[ gusSelectedSoldier ]->Strip();
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->name );
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}
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}
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}
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}
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else
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else
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{
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{
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