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Merged revision(s) 7014 from branches/ja2_source_official_2014:
- Fix: snitches report mercenaries and vehicles complain about pay even if they receive none - Fix: if NO_ENEMY_DETECTION_WITHOUT_RECON is FALSE, every sector is reported to contain enemies git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7015 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -6402,11 +6402,9 @@ UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY )
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// Accurate information
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// Accurate information
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return KNOWS_HOW_MANY;
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return KNOWS_HOW_MANY;
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}
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}
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else
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{
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// Accurate information including direction of travel!
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// Accurate information including direction of travel!
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return KNOWS_HOW_MANY_AND_WHERE_GOING;
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return KNOWS_HOW_MANY_AND_WHERE_GOING;
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}
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}
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}
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@@ -6477,7 +6475,6 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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{
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{
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INT16 sNumberOfEnemies = 0;
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INT16 sNumberOfEnemies = 0;
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// ATE: If game has just started, don't do it!
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// ATE: If game has just started, don't do it!
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if ( DidGameJustStart() )
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if ( DidGameJustStart() )
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{
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{
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@@ -6496,15 +6493,16 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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// get total number of badguys here
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// get total number of badguys here
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sNumberOfEnemies = NumEnemiesInSector( sSectorX, sSectorY );
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sNumberOfEnemies = NumEnemiesInSector( sSectorX, sSectorY );
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// 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,
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// so every sector gets a red question mark. In that case, get out of here
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// anv: probability of false enemy reports!
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// anyone here?
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// anyone here?
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if( !sNumberOfEnemies )
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if( !sNumberOfEnemies && !gGameExternalOptions.fNoEnemyDetectionWithoutRecon )
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{
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{
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// nope - display nothing
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// nope - display nothing
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// anv: probability of false enemy reports!
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return;
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//return;
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}
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}
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switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
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switch ( WhatPlayerKnowsAboutEnemiesInSector( sSectorX, sSectorY ) )
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{
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{
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// HEADROCK HAM 5: New cases below for showing enemy group heading.
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// HEADROCK HAM 5: New cases below for showing enemy group heading.
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@@ -6536,7 +6534,6 @@ void HandleShowingOfEnemyForcesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bS
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// display their direction of movement, if valid.
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// display their direction of movement, if valid.
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ShowEnemyGroupsInMotion( sSectorX, sSectorY );
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ShowEnemyGroupsInMotion( sSectorX, sSectorY );
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break;
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break;
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}
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}
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}
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}
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@@ -177,14 +177,13 @@ BOOLEAN MercThinksHisMoraleIsTooLow( SOLDIERTYPE *pSoldier )
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BOOLEAN MercIsOwedTooMuchMoney( UINT8 ubProfileID )
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BOOLEAN MercIsOwedTooMuchMoney( UINT8 ubProfileID )
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{
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{
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if(gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS])
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// merc complains if he he actually receives pay and did not get paid long enough
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if( gMercProfiles[ ubProfileID ].sSalary > 0 && gMercProfiles[ ubProfileID ].iBalance >= gMercProfiles[ ubProfileID ].sSalary * gMoraleSettings.bValues[MORALE_OWED_MONEY_DAYS])
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{
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{
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return(TRUE);
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return(TRUE);
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}
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}
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else
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{
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return(FALSE);
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return(FALSE);
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}
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}
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}
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BOOLEAN MercThinksPlayerIsInactiveTooLong( UINT8 ubProfileID )
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BOOLEAN MercThinksPlayerIsInactiveTooLong( UINT8 ubProfileID )
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