New feature: Getting and using intel allows for more spy-related roleplay.

For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475

Requires GameDir >= r2401.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2018-02-18 23:17:34 +00:00
parent ee73811cfe
commit e55b480996
83 changed files with 3784 additions and 937 deletions
+9 -8
View File
@@ -1228,7 +1228,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
}
else
{
if(is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO))
if ( ( is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO) ) || ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
{
sGridNo = pSoldier->sInsertionGridNo;
ubCalculatedDirection = pSoldier->ubDirection;
@@ -1625,14 +1625,15 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
{
if ( pSoldier->bTeam == gbPlayerNum )
{
RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
if ( !( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
// ATE: Patch fix: If we are in an non-interruptable animation, stop!
if ( pSoldier->usAnimState == HOPFENCE )
{
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->SoldierGotoStationaryStance( );
}
// ATE: Patch fix: If we are in an non-interruptable animation, stop!
if ( pSoldier->usAnimState == HOPFENCE )
{
pSoldier->flags.fInNonintAnim = FALSE;
pSoldier->SoldierGotoStationaryStance( );
}
pSoldier->EVENT_StopMerc( sGridNo, ubDirection );
}