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Fix: soldier automatically taunts us whenever we steal, making stealth impossible
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8526 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+26
-19
@@ -3508,12 +3508,14 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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// otherwise, if we are the player, we can steal multiple items if the other guy is collapsed, or we are succesful, and
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// if using fEnhancedCloseCombatSystem, only allow this if the other guy is not alerted
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if ( AllowedToStealFromTeamMate(pSoldier->ubID, pTargetSoldier->ubID) ||
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pSoldier->bTeam == gbPlayerNum &&
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( pSoldier->bTeam == gbPlayerNum &&
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( fSoldierCollapsed ||
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( iDiceRoll < ( iHitChance * 2 / 3 ) &&
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!gGameExternalOptions.fEnhancedCloseCombatSystem ||
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pSoldier->aiData.bAlertStatus < STATUS_RED ) ) )
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( !gGameExternalOptions.fEnhancedCloseCombatSystem ||
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pTargetSoldier->aiData.bAlertStatus < STATUS_RED ) ) ) ) )
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{
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fStealAttempt = TRUE;
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// first, charge extra Aps, because it's difficlut to pickup from other soldier
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if (gGameExternalOptions.fEnhancedCloseCombatSystem)
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DeductPoints( pSoldier, (GetBasicAPsToPickupItem( pSoldier ) * 2), 0, AFTERACTION_INTERRUPT );
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@@ -3778,8 +3780,11 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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StatChange( pSoldier, AGILAMT, 3, FALSE );
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}
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// anv: enemy taunt on getting robbed
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_ROBBED, pSoldier->ubID );
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if ( !fStealAttempt || pTargetSoldier->aiData.bAlertStatus >= STATUS_RED )
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{
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// anv: enemy taunt on getting robbed
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PossiblyStartEnemyTaunt( pTargetSoldier, TAUNT_GOT_ROBBED, pSoldier->ubID );
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}
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}
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else
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{
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@@ -3801,20 +3806,23 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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}
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}
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// SANDRO - Enhanced Close Combat System - Notice merc after stealing
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// sevenfm: don't turn when lying prone
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if (gGameExternalOptions.fEnhancedCloseCombatSystem && gAnimControl[ pTargetSoldier->usAnimState ].ubEndHeight != ANIM_PRONE)
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pTargetSoldier->EVENT_SetSoldierDesiredDirection( GetDirectionFromGridNo( pSoldier->sGridNo, pTargetSoldier ) );
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// Flugente: no turning if the other guy doesn't notice us...
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if ( fFailure || !fStealAttempt || pTargetSoldier->aiData.bAlertStatus >= STATUS_RED )
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{
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// SANDRO - Enhanced Close Combat System - Notice merc after stealing
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// sevenfm: don't turn when lying prone
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if ( gGameExternalOptions.fEnhancedCloseCombatSystem && gAnimControl[pTargetSoldier->usAnimState].ubEndHeight != ANIM_PRONE )
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pTargetSoldier->EVENT_SetSoldierDesiredDirection( GetDirectionFromGridNo( pSoldier->sGridNo, pTargetSoldier ) );
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// 0verhaul: Also handled in the animation transition
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// #ifdef JA2BETAVERSION
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// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - steal") );
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// #endif
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// FreeUpAttacker( (UINT8) pSoldier->ubID );
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// anv: enemy taunt on steal
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, pTargetSoldier->ubID );
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// 0verhaul: Also handled in the animation transition
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// #ifdef JA2BETAVERSION
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// DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("@@@@@@@ Freeing up attacker - steal") );
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// #endif
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// FreeUpAttacker( (UINT8) pSoldier->ubID );
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// anv: enemy taunt on steal
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PossiblyStartEnemyTaunt( pSoldier, TAUNT_STEAL, pTargetSoldier->ubID );
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}
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}
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// -----------------------------------
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@@ -4047,8 +4055,7 @@ BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, BOOLEAN fStea
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{
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pSoldier->aiData.bMonsterSmell--;
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}
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return( TRUE );
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}
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