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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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+38
-21
@@ -869,32 +869,42 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
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}
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//ddd{
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if(gGameExternalOptions.bNewTacticalAIBehavior
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&& !( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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&& pSoldier->bTeam == ENEMY_TEAM)
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if(gGameExternalOptions.bNewTacticalAIBehavior && pSoldier->bTeam == ENEMY_TEAM )
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{
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INT32 cnt;
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ROTTING_CORPSE * pCorpse;
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for ( cnt = 0; cnt < giNumRottingCorpse; cnt++ )
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if ( !(gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) )
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{
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pCorpse = &(gRottingCorpse[ cnt ] );
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INT32 cnt;
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ROTTING_CORPSE * pCorpse;
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for ( cnt = 0; cnt < giNumRottingCorpse; cnt++ )
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{
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pCorpse = &(gRottingCorpse[ cnt ] );
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if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
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if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//ïðèäåëàòü ñðàâíåíèå ïåðåìåííî äàëüíîñòè âèäåíèÿ (smaxvid ?)
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{
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//ïðîâåðèòü, íàõîäèòñÿ ëè òðóï â ïîëå çðåíèÿ äðàíèêà.ìåíòà?
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//CHRISL: Shouldn't we be using the corpse's bLevel? Otherwise a soldier inside a building can see a corpse on the roof of that building
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//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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if ( pCorpse->fActivated && pCorpse->def.ubAIWarningValue > 0 )
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if ( PythSpacesAway( pSoldier->sGridNo, pCorpse->def.sGridNo ) <= 5 )//ïðèäåëàòü ñðàâíåíèå ïåðåìåííî äàëüíîñòè âèäåíèÿ (smaxvid ?)
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{
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ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_FOUND_DEAD_BODY]);
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//pCorpse->def.ubAIWarningValue=0;
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gRottingCorpse[ cnt ].def.ubAIWarningValue=0;
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return( AI_ACTION_RED_ALERT );
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//ïðîâåðèòü, íàõîäèòñÿ ëè òðóï â ïîëå çðåíèÿ äðàíèêà.ìåíòà?
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//CHRISL: Shouldn't we be using the corpse's bLevel? Otherwise a soldier inside a building can see a corpse on the roof of that building
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//if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pCorpse->def.sGridNo, pCorpse->def.bLevel, 3, TRUE, CALC_FROM_WANTED_DIR ) )
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{
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ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, New113Message[MSG113_ENEMY_FOUND_DEAD_BODY]);
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//pCorpse->def.ubAIWarningValue=0;
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gRottingCorpse[ cnt ].def.ubAIWarningValue=0;
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return( AI_ACTION_RED_ALERT );
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}
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}
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}
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}
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}
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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if ( pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
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if ( ubPerson != NOBODY )
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return( AI_ACTION_RED_ALERT );
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}
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}
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//ddd}
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@@ -1462,7 +1472,14 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
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return(AI_ACTION_NONE);
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}
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// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
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if ( pSoldier->bTeam == ENEMY_TEAM )
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{
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UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 10, ENEMY_TEAM, SOLDIER_POW );
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if ( ubPerson != NOBODY )
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return( AI_ACTION_RED_ALERT );
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}
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////////////////////////////////////////////////////////////////////////////
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// LOOK AROUND TOWARD NOISE: determine %chance for man to turn towards noise
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