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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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+9
-2
@@ -873,10 +873,17 @@ void DeductPoints( SOLDIERTYPE *pSoldier, INT16 sAPCost, INT32 iBPCost, UINT8 ub
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INT16 sNewAP = 0;
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INT8 bNewBreath;
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// Flugente: if we spend AP, then spotter status ends
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if ( sAPCost > 0)
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// Flugente: if we spend AP...
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if ( sAPCost > 0 )
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{
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// ... then spotter status ends
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pSoldier->usSkillCounter[SOLDIER_COUNTER_SPOTTER] = 0;
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// if we are temporarily overt
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if ( pSoldier->usSoldierFlagMask & SOLDIER_COVERT_TEMPORARY_OVERT && pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS] > 0 )
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS] = max( 0, (INT16)(pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS] - sAPCost) );
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}
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// in real time, there IS no AP cost, (only breath cost)
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if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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