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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
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@@ -1228,7 +1228,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
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}
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else
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{
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if(is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO))
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if ( ( is_client && (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO) ) || ( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
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{
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sGridNo = pSoldier->sInsertionGridNo;
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ubCalculatedDirection = pSoldier->ubDirection;
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@@ -1625,14 +1625,15 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
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{
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
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if ( !( pSoldier->usSoldierFlagMask2 & SOLDIER_CONCEALINSERTION ) )
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RevealRoofsAndItems( pSoldier, TRUE, FALSE, pSoldier->pathing.bLevel, TRUE );
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// ATE: Patch fix: If we are in an non-interruptable animation, stop!
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if ( pSoldier->usAnimState == HOPFENCE )
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{
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pSoldier->flags.fInNonintAnim = FALSE;
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pSoldier->SoldierGotoStationaryStance( );
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}
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// ATE: Patch fix: If we are in an non-interruptable animation, stop!
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if ( pSoldier->usAnimState == HOPFENCE )
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{
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pSoldier->flags.fInNonintAnim = FALSE;
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pSoldier->SoldierGotoStationaryStance( );
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}
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pSoldier->EVENT_StopMerc( sGridNo, ubDirection );
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}
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