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New feature: turncoats can be created from enemies and ordered to switch sides
Requires GameDir >= r2535 For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=360191&#msg_360191 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8811 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -516,11 +516,13 @@ STR16 OperationText( UINT32 aNum )
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STR16 operationame = GetIncidentName( battlereport.id );
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if ( battlereport.flagmask & MILITIA_BATTLEREPORT_FLAG_RECRUITED )
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if ( battlereport.flagmask & (MILITIA_BATTLEREPORT_FLAG_RECRUITED| MILITIA_BATTLEREPORT_FLAG_RECRUITED_TURNCOAT) )
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{
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STR16 originsectorstr = militia.GetOriginSector( );
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if ( militia.origin == MO_PMC )
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if ( battlereport.flagmask & MILITIA_BATTLEREPORT_FLAG_RECRUITED_TURNCOAT )
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swprintf( gMilitiaOperationText, szIndividualMilitiaBattleReportText[11], day, hours, minutes, originsectorstr );
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else if ( militia.origin == MO_PMC )
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swprintf( gMilitiaOperationText, szIndividualMilitiaBattleReportText[8], day, hours, minutes, originsectorstr );
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else if ( militia.origin == MO_DEFECTOR )
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swprintf( gMilitiaOperationText, szIndividualMilitiaBattleReportText[9], day, hours, minutes, originsectorstr );
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@@ -8223,6 +8223,13 @@ void AssignPersonnelSkillTraitHelpText( UINT8 ubTraitNumber, BOOLEAN fExpertLeve
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INT16 apreduction = ( gSkillTraitValues.sCODisguiseAPReduction * (fExpertLevel ? 2 : 1));
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swprintf( atStr, gzIMPMajorTraitsHelpTextsCovertOps[6], apreduction, sSpecialCharacters[0]);
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wcscat( apStr, atStr );
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if ( gSkillTraitValues.fCOTurncoats )
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{
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swprintf( atStr, gzIMPMajorTraitsHelpTextsCovertOps[7] );
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wcscat( apStr, atStr );
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}
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break;
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}
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