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- New Feature: The rosine system now allows to capture enemy soldeirs via using handcuffs on them. They can e transferred to a prison the player controls, and be interrogated there.
- GameDir revision 1568 is required for this feature. - Savegame compatibility is maintained. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5709 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -223,6 +223,7 @@ enum
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MERC_ATTACH_CAN,
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MERC_FUEL_VEHICLE,
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MERC_BUILD_FORTIFICATION,
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MERC_HANDCUFF_PERSON,
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};
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// ENUMERATIONS FOR THROW ACTIONS
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@@ -356,8 +357,8 @@ enum
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#define SOLDIER_DAMAGED_PANTS 0x00000100 //256 // Soldier's vest is damaged (and thus can't be taken off)
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#define SOLDIER_HEADSHOT 0x00000200 //512 // last hit received was a headshot (attack to the head, so knifes/punches also work)
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/*#define WH40K_POWER_WEAPON 0x00000400 //1024
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#define ENEMY_NET_4_LVL_3 0x00000800 //2048
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#define SOLDIER_POW 0x00000400 //1024 // we are a prisoner of war
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/*#define ENEMY_NET_4_LVL_3 0x00000800 //2048
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#define ENEMY_NET_1_LVL_4 0x00001000 //4096
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#define ENEMY_NET_2_LVL_4 0x00002000 //8192
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@@ -411,7 +412,7 @@ extern CLOTHES_STRUCT Clothes[CLOTHES_MAX];
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// This macro should be used whenever we want to see if someone is neutral
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// IF WE ARE CONSIDERING ATTACKING THEM. Creatures & bloodcats will attack neutrals
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// but they can't attack empty vehicles!!
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral || them->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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#define CONSIDERED_NEUTRAL( me, them ) ( (them->aiData.bNeutral || them->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER|SOLDIER_POW)) && ( me->bTeam != CREATURE_TEAM || (them->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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typedef struct
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{
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@@ -1322,6 +1323,7 @@ public:
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void EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter );
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void EVENT_SoldierBuildStructure( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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void EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection ); // added by Flugente
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BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
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void EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState );
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@@ -1494,6 +1496,9 @@ public:
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// lose disguise or take off any clothes item and switch back to original clothes
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void Strip();
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// Flugente: prisoner system
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BOOLEAN CanProcessPrisoners();
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//////////////////////////////////////////////////////////////////////////////
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}; // SOLDIERTYPE;
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