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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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@@ -414,6 +414,10 @@ enum
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#define SOLDIER_COVERT_NOREDISGUISE 0x00001000 // this soldier does not want to be redisguised
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#define SOLDIER_TRAIT_FOCUS 0x00002000 // 'focus' skill is active
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#define SOLDIER_BAYONET_RUNBONUS 0x00004000 // we are performing a bayonet attack after transitioning from running, giving our attack extra force
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#define SOLDIER_CONCEALINSERTION 0x00008000 // we enteri a sector by transition from concealed state (which causes us to spawn at the location we left the sector in)
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#define SOLDIER_CONCEALINSERTION_DISCOVERED 0x00010000 // we enter a sector by transition from concealed state, but as we were 'discovered', set red alert
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#define SOLDIER_MERC_POW_LOCATIONKNOWN 0x00020000 // we are a POW, but the player has discovered our location
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#define SOLDIER_INTERROGATE_ALL 0x000001F8 // all interrogation flags
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// ----------------------------------------------------------------
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@@ -584,6 +588,12 @@ enum{
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SKILLS_RADIO_TURNOFF,
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SKILLS_RADIO_LAST = SKILLS_RADIO_TURNOFF,
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// spy
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SKILLS_INTEL_FIRST,
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SKILLS_INTEL_CONCEAL = SKILLS_INTEL_FIRST, // assignment: spy hides among the population
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SKILLS_INTEL_GATHERINTEL, // assignment: spy gathers information while disguised
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SKILLS_INTEL_LAST = SKILLS_INTEL_GATHERINTEL,
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// various
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SKILLS_VARIOUS_FIRST,
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SKILLS_SPOTTER = SKILLS_VARIOUS_FIRST,
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@@ -608,6 +618,7 @@ enum {
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SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_SECONDS = 0,
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SOLDIER_COOLDOWN_COVERTOPS_TEMPORARYOVERT_APS,
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SOLDIER_COOLDOWN_CRYO, // counts how many turns character will be frozen
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SOLDIER_COOLDOWN_INTEL_PENALTY, // after being discovered, we can't gain intel from the assignment for this many hours
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SOLDIER_COOLDOWN_MAX = 20, // enough space for fillers
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};
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@@ -1964,6 +1975,10 @@ public:
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void SetDragOrderPerson( UINT16 usID );
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void SetDragOrderCorpse( UINT32 usID );
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void CancelDrag();
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// Flugente: spy assignments
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UINT8 GetUncoverRisk();
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FLOAT GetIntelGain();
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//////////////////////////////////////////////////////////////////////////////
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}; // SOLDIERTYPE;
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