diff --git a/Strategic/Map Screen Interface Map.cpp b/Strategic/Map Screen Interface Map.cpp index c26bc3faa..960281317 100644 --- a/Strategic/Map Screen Interface Map.cpp +++ b/Strategic/Map Screen Interface Map.cpp @@ -6402,11 +6402,9 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY ) // Accurate information return KNOWS_HOW_MANY; } - else - { - // Accurate information including direction of travel! - return KNOWS_HOW_MANY_AND_WHERE_GOING; - } + + // Accurate information including direction of travel! + return KNOWS_HOW_MANY_AND_WHERE_GOING; } @@ -6477,7 +6475,6 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS { INT16 sNumberOfEnemies = 0; - // ATE: If game has just started, don't do it! if ( DidGameJustStart() ) { @@ -6496,15 +6493,16 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS // get total number of badguys here sNumberOfEnemies = NumEnemiesInSector( sSectorX, sSectorY ); + // 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, + // so every sector gets a red question mark. In that case, get out of here + // anv: probability of false enemy reports! // anyone here? - if( !sNumberOfEnemies ) + if( !sNumberOfEnemies && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon ) { // nope - display nothing - // anv: probability of false enemy reports! - //return; + return; } - switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) ) { // HEADROCK HAM 5: New cases below for showing enemy group heading. @@ -6536,7 +6534,6 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS // display their direction of movement, if valid. ShowEnemyGroupsInMotion( sSectorX, sSectorY ); break; - } } diff --git a/Strategic/Strategic Status.cpp b/Strategic/Strategic Status.cpp index 8ba961e3c..77e7cce76 100644 --- a/Strategic/Strategic Status.cpp +++ b/Strategic/Strategic Status.cpp @@ -177,14 +177,13 @@ BOOLEAN MercThinksHisMoraleIsTooLow( SOLDIERTYPE *pSoldier ) BOOLEAN MercIsOwedTooMuchMoney( UINT8 ubProfileID ) { - if(gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS]) + // merc complains if he he actually receives pay and did not get paid long enough + if( gMercProfiles[ ubProfileID ].sSalary > 0 && gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS]) { return(TRUE); } - else - { - return(FALSE); - } + + return(FALSE); } BOOLEAN MercThinksPlayerIsInactiveTooLong( UINT8 ubProfileID )