- 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
+3 -2
View File
@@ -9327,12 +9327,13 @@ BOOLEAN ApplyClothes( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj)
if ( pSoldier->bSoldierFlagMask & SOLDIER_NEW_VEST && pSoldier->bSoldierFlagMask & SOLDIER_NEW_PANTS )
{
// first, remove the covert flags, adn then reapply the correct ones, in case we switch between civilina and military garb
// first, remove the covert flags, and then reapply the correct ones, in case we switch between civilian and military clothes
pSoldier->bSoldierFlagMask &= ~(SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER);
// we now have to determine wether we are currently wearing civilian or military clothes
for ( int i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
for ( UINT8 i = UNIFORM_ENEMY_ADMIN; i <= UNIFORM_ENEMY_ELITE; ++i )
{
// both parts have to fit. We cant mix different uniforms and get soldier disguise
if ( COMPARE_PALETTEREP_ID(pSoldier->VestPal, gUniformColors[ i ].vest) && COMPARE_PALETTEREP_ID(pSoldier->PantsPal, gUniformColors[ i ].pants) )
{
pSoldier->bSoldierFlagMask |= SOLDIER_COVERT_SOLDIER;