- New Feature: enemy assassins disguise as militia and can ambush player mercs

- Fix: invalid GridNo for mounting weapons

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5753 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2012-12-30 19:20:36 +00:00
parent 3e859f91a8
commit e193f05865
31 changed files with 600 additions and 139 deletions
+19 -6
View File
@@ -1425,16 +1425,22 @@ void RenderOverheadOverlays()
{ //normal
if(is_networked)
{
if(pSoldier->bTeam!=0)
if(pSoldier->bTeam != OUR_TEAM)
{
if(pSoldier->bSide==1)
{
// Civ (white)
if (pSoldier->bTeam == 4)
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 4 );
if (pSoldier->bTeam == CIV_TEAM)
{
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, CIV_TEAM );
}
// Enemy (red)
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, ENEMY_TEAM );
}
// Other clients
@@ -1449,8 +1455,15 @@ void RenderOverheadOverlays()
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
}
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
{
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
else
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
}
}
else if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{ //vehicle