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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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@@ -3012,9 +3012,12 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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if (pOpponent)
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{
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// check to see if OPPONENT considers US neutral
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if ( (pOpponent->aiData.bOppList[ubTarget] == SEEN_CURRENTLY) && !pOpponent->aiData.bNeutral && !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) && (pSoldier->bSide != pOpponent->bSide) && pOpponent->RecognizeAsCombatant(pSoldier->ubID) )
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if ( (pOpponent->aiData.bOppList[ubTarget] == SEEN_CURRENTLY) && !pOpponent->aiData.bNeutral && (pSoldier->bSide != pOpponent->bSide) )
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{
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RemoveOneOpponent(pOpponent);
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// 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
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// we also move RecognizeAsCombatant to be the last condition checked, because it is the most computationally expensive one
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if ( ( !CONSIDERED_NEUTRAL( pOpponent, pSoldier ) || pSoldier->bSoldierFlagMask & SOLDIER_POW ) && pOpponent->RecognizeAsCombatant(pSoldier->ubID) )
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RemoveOneOpponent(pOpponent);
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}
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UpdatePersonal(pOpponent,ubTarget,NOT_HEARD_OR_SEEN,NOWHERE,0);
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gbSeenOpponents[ubLoop][ubTarget] = FALSE;
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