- added info on which item caused a spy to be uncovered

- fixed a few warnings
- EPCs are now disguised when recruited
- uniform worn now has influence on allowed gear coolness

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5750 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-28 15:27:38 +00:00
parent 97695d6544
commit a107e80c39
16 changed files with 121 additions and 69 deletions
+6 -6
View File
@@ -4402,7 +4402,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
if ( gGameOptions.ubDifficultyLevel > 0 )
groupelites = ubNumSoldiers - ubNumSoldiers / gGameOptions.ubDifficultyLevel;
UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
UINT32 totalusedsoldiers = 4 * min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
switch( usActionCode )
{
@@ -4591,7 +4591,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( SEC_P3, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4648,7 +4648,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4688,7 +4688,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4728,7 +4728,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{
@@ -4769,7 +4769,7 @@ void ExecuteStrategicAIAction( UINT16 usActionCode, INT16 sSectorX, INT16 sSecto
pGroup2 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
pGroup3 = CreateNewEnemyGroupDepartingFromSector( ubSourceSectorID, 0, grouptroops, groupelites );
totalusedsoldiers += min(grouptroops + groupelites, gGameExternalOptions.iMaxEnemyGroupSize);
totalusedsoldiers += min(grouptroops + groupelites, (UINT32)gGameExternalOptions.iMaxEnemyGroupSize);
if( !gGarrisonGroup[ SectorInfo[ ubTargetSectorID ].ubGarrisonID ].ubPendingGroupID )
{