- 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
This commit is contained in:
Flugente
2012-12-03 00:50:48 +00:00
parent 33f3fefc3b
commit cb9c217bb1
46 changed files with 1472 additions and 57 deletions
+5 -2
View File
@@ -3012,9 +3012,12 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
if (pOpponent)
{
// check to see if OPPONENT considers US neutral
if ( (pOpponent->aiData.bOppList[ubTarget] == SEEN_CURRENTLY) && !pOpponent->aiData.bNeutral && !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && (pSoldier->bSide != pOpponent->bSide) && pOpponent->RecognizeAsCombatant(pSoldier->ubID) )
if ( (pOpponent->aiData.bOppList[ubTarget] == SEEN_CURRENTLY) && !pOpponent->aiData.bNeutral && (pSoldier->bSide != pOpponent->bSide) )
{
RemoveOneOpponent(pOpponent);
// Flugente: we consider enemies to be neutral if they are prisoners of war (otherwise the AI would kill prisoners). Bu as we want to remove them, we have to account for that
// we also move RecognizeAsCombatant to be the last condition checked, because it is the most computationally expensive one
if ( ( !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) || pSoldier->bSoldierFlagMask & SOLDIER_POW ) && pOpponent->RecognizeAsCombatant(pSoldier->ubID) )
RemoveOneOpponent(pOpponent);
}
UpdatePersonal(pOpponent,ubTarget,NOT_HEARD_OR_SEEN,NOWHERE,0);
gbSeenOpponents[ubLoop][ubTarget] = FALSE;