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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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@@ -391,9 +391,9 @@ enum
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#define SOLDIER_ENEMY_OBSERVEDTHISTURN 0x08000000 //134217728 // enemy soldier was seen by the player this turn
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#define SOLDIER_VIP 0x10000000 //268435456 // soldier is a VIP - the player will likely try to assassinate him
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#define SOLDIER_BODYGUARD 0x20000000 //536870912 // soldier is a bodyguard for a VIP
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/*#define WH40K_SOLDIER_ILLUSION 0x40000000 //1073741824 // Soldier is an Illusion
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#define WH40K_SOLDIER_KILLTHISTURN 0x80000000 //2147483648 // Soldier is on a kill streak*/
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#define SOLDIER_BODYGUARD 0x20000000 //536870912 // soldier is a bodyguard for a VIP/*
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#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
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//#define WH40K_SOLDIER_KILLTHISTURN 0x80000000 //2147483648 // Soldier is on a kill streak*/
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// ----------------------------------------------------------------
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// ------------------- more flags for soldiers --------------------
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@@ -595,6 +595,9 @@ enum {
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// Flugente: certain skills/traits/taints require a cooldown timer
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enum {
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SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS = 0,
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SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS,
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SOLDIER_COOLDOWN_MAX = 20, // enough space for fillers
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};
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@@ -1746,7 +1749,7 @@ public:
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// is our equipment too good for a soldier?
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BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
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// does soldier ubObserverID recognize us as his enemy?
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BOOLEAN SeemsLegit( UINT8 ubObserverID );
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@@ -2010,6 +2013,7 @@ BOOLEAN IsValidArtilleryOrderSector( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
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BOOLEAN SectorJammed();
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BOOLEAN PlayerTeamIsScanning();
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UINT16 GridNoSpotterCTHBonus( SOLDIERTYPE* pSniper, INT32 sGridNo, UINT bTeam); // bonus for snipers firing at this location (we get this if there are spotters)
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UINT16 GetSuspiciousAnimationAPDuration( UINT16 usAnimation ); // get overt penalty duration in AP for using an animation
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//typedef struct
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class OLDSOLDIERTYPE_101
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