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
This commit is contained in:
Flugente
2014-09-13 13:12:46 +00:00
parent 260f09356c
commit a642ab500d
16 changed files with 170 additions and 75 deletions
+8 -4
View File
@@ -391,9 +391,9 @@ enum
#define SOLDIER_ENEMY_OBSERVEDTHISTURN 0x08000000 //134217728 // enemy soldier was seen by the player this turn
#define SOLDIER_VIP 0x10000000 //268435456 // soldier is a VIP - the player will likely try to assassinate him
#define SOLDIER_BODYGUARD 0x20000000 //536870912 // soldier is a bodyguard for a VIP
/*#define WH40K_SOLDIER_ILLUSION 0x40000000 //1073741824 // Soldier is an Illusion
#define WH40K_SOLDIER_KILLTHISTURN 0x80000000 //2147483648 // Soldier is on a kill streak*/
#define SOLDIER_BODYGUARD 0x20000000 //536870912 // soldier is a bodyguard for a VIP/*
#define SOLDIER_COVERT_TEMPORARY_OVERT 0x40000000 //1073741824 // we are covert, but just performed a obviously suspicious task. For a short time, we can be uncovered more easily
//#define WH40K_SOLDIER_KILLTHISTURN 0x80000000 //2147483648 // Soldier is on a kill streak*/
// ----------------------------------------------------------------
// ------------------- more flags for soldiers --------------------
@@ -595,6 +595,9 @@ enum {
// Flugente: certain skills/traits/taints require a cooldown timer
enum {
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS = 0,
SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS,
SOLDIER_COOLDOWN_MAX = 20, // enough space for fillers
};
@@ -1746,7 +1749,7 @@ public:
// is our equipment too good for a soldier?
BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
// does soldier ubObserverID recognize us as his enemy?
BOOLEAN SeemsLegit( UINT8 ubObserverID );
@@ -2010,6 +2013,7 @@ BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
BOOLEAN SectorJammed();
BOOLEAN PlayerTeamIsScanning();
UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, UINT bTeam); // bonus for snipers firing at this location (we get this if there are spotters)
UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation ); // get overt penalty duration in AP for using an animation
//typedef struct
class OLDSOLDIERTYPE_101