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- Fix: item name in spy disguise notification was wrong
- MTAs don't have to stop when no hand item is found (the ones in the trunk use this though) - Fix: militia drops sector equipment it took, even if it should not drop other gear - otherwise militia ould 'consume' sector invetories git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6141 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -14722,7 +14722,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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return FALSE;
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}
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}
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@@ -14744,7 +14744,7 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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( Item[this->inv[bLoop].usItem].nightvisionrangebonus > 0 || Item[this->inv[bLoop].usItem].hearingrangebonus > 0 )
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)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[bLoop].szItemName );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_MILITARYGEARFOUND], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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return FALSE;
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}
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}
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@@ -15657,13 +15657,13 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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// determine the gridno before us and the item we have in our main hand, this is enough for the current actions
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OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
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if ( !pObj || !(pObj->exists()) )
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fActionStillValid = FALSE;
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// error if the gridno we started working on is not the gridno we are currently looking at
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if ( usMultiTurnAction == MTA_FORTIFY || usMultiTurnAction == MTA_REMOVE_FORTIFY || usMultiTurnAction == MTA_FILL_SANDBAG )
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{
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if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
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if ( !pObj || !(pObj->exists()) )
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fActionStillValid = FALSE;
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else if ( this->sMTActionGridNo != NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) ) )
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fActionStillValid = FALSE;
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}
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@@ -15731,29 +15731,29 @@ BOOLEAN SOLDIERTYPE::UpdateMultiTurnAction()
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return FALSE;
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}
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// if we are not in turnbased and no enemies are around, we reduce the number of necessary action points to 0. No need to keep waiting if there's nobody around anyway
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if ( !( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) )
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bOverTurnAPS = 0;
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// otherwise this might take longer, so we refresh our animation
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else
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// refresh animations
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switch( usMultiTurnAction )
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{
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// refresh animations
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switch( usMultiTurnAction )
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case MTA_FORTIFY:
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case MTA_REMOVE_FORTIFY:
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case MTA_FILL_SANDBAG:
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{
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case MTA_FORTIFY:
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case MTA_REMOVE_FORTIFY:
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case MTA_FILL_SANDBAG:
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{
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if (!is_networked)
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
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// if we are not in turnbased and no enemies are around, we reduce the number of necessary action points to 0. No need to keep waiting if there's nobody around anyway
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if ( !( gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT ) )
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bOverTurnAPS = 0;
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// otherwise this might take longer, so we refresh our animation
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else
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this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
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{
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if (!is_networked)
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0 , FALSE );
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else
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this->ChangeSoldierState( CUTTING_FENCE, 0, 0 );
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// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
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this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
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// as setting the new animation costs APBPConstants[AP_USEWIRECUTTERS] APs every time, account for that
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this->bActionPoints += APBPConstants[AP_USEWIRECUTTERS];
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}
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break;
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}
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break;
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}
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// if we can afford it, do it now
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