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- 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
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@@ -1425,16 +1425,22 @@ void RenderOverheadOverlays()
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{ //normal
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if(is_networked)
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{
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if(pSoldier->bTeam!=0)
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if(pSoldier->bTeam != OUR_TEAM)
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{
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if(pSoldier->bSide==1)
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{
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// Civ (white)
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if (pSoldier->bTeam == 4)
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 4 );
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if (pSoldier->bTeam == CIV_TEAM)
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{
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, CIV_TEAM );
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}
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// Enemy (red)
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, ENEMY_TEAM );
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}
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// Other clients
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@@ -1449,8 +1455,15 @@ void RenderOverheadOverlays()
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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}
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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{
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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if ( pSoldier->bSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->bSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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}
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else if( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{ //vehicle
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