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Covert Ops trait improvements:
- performing suspicious activities renders a spy easily identifiable for a short time (realtime) or until he ha spend enough AP (turnbased). This should make exploiting disguises harder. - if a spy is closer than COVERT_ELITES_UNCOVER_RADIUS to an elite or officer, they can uncover the spy, depending on uniform worn an experience levels. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7514 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -13612,6 +13612,24 @@ void TransformationMenuPopup_Arm( OBJECTTYPE* pObj )
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gpItemDescSoldier->InventoryExplosion();
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}
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// Flugente: blowing up bombs in our inventory can be used to indirectly kill as a spy (via mustard gas), so make this a suspicious action
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if ( gpItemDescSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
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{
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// if e perform a suspicious action, we are easier to identify
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UINT16 appenalty = 50;
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if ( appenalty )
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{
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// mark us a easily identifiable
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gpItemDescSoldier->usSoldierFlagMask |= SOLDIER_COVERT_TEMPORARY_OVERT;
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// in realtime mode, remember the second when this event happened. Once suspicion is checked, we are either uncovered or, if enough time has passed, no longer suspicious
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// in turnbase mode, remember our current APs. If a new turn has started or enough APs have been used, remove the flag
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gpItemDescSoldier->usSkillCooldown[SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS] = GetWorldTotalSeconds( ) + max( 1, appenalty / 25 );
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gpItemDescSoldier->usSkillCooldown[SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS] = appenalty;
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}
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}
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DeleteObj( pObj );
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return;
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