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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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@@ -6671,13 +6671,13 @@ void HandleSpyAssignments()
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if ( Chance( uncoverrisk ) )
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{
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// if we are already in hiding, we will be uncovered
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] )
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] > 10 )
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vector_uncoveredmercs.push_back( uiCnt );
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// we get a penalty, and a chance to be uncovered
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 2 + Random( 3 );
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] += 20 + Random( 30 );
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ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szIntelText[1], pSoldier->GetName(), (pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] - 1) );
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ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, szIntelText[1], pSoldier->GetName(), (pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] - 10) / 10 );
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continue;
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}
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@@ -6688,8 +6688,10 @@ void HandleSpyAssignments()
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}
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// penalty runs out for every soldier, regardless of whether they are on an intel assignment
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] )
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY]--;
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] > 10)
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] -= 10;
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else
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pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_INTEL_PENALTY] = 0;
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}
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}
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