diff --git a/Tactical/Soldier Control.cpp b/Tactical/Soldier Control.cpp index 584d958c..c51a428f 100644 --- a/Tactical/Soldier Control.cpp +++ b/Tactical/Soldier Control.cpp @@ -14708,8 +14708,8 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void ) break; default: { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); - return FALSE; + //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); + //return FALSE; } break; } @@ -14859,7 +14859,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) if ( bLoop == HANDPOS || bLoop == SECONDHANDPOS ) ; // other covert items are simply ignored - if ( HasItemFlag(this->inv[bLoop].usItem, COVERT) ) + else if ( HasItemFlag(this->inv[bLoop].usItem, COVERT) ) continue; // further checks it item is not covert. This means that an item that has that tag will not be detected if it is inside a pocket! else if ( (bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS || bLoop == KNIFEPOCKPOS) ) @@ -14887,8 +14887,8 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook ) break; default: { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); - return FALSE; + //ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName ); + //return FALSE; } break; } diff --git a/Tactical/opplist.cpp b/Tactical/opplist.cpp index 6e3a75ab..122f36c9 100644 --- a/Tactical/opplist.cpp +++ b/Tactical/opplist.cpp @@ -3580,31 +3580,35 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN // How will this feel? if ( pSoldier->bTeam == gbPlayerNum ) { - // STOP IF WE WERE MOVING.... - /// Speek up! - if ( bNumReRevealed > 0 && bNumNewEnemies == 0 ) + // Flugente: disguised mercs do not alert us if they see an enemy, as otherwise one has to continously give them new orders + if ( !(pSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER)) ) { - pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); + // STOP IF WE WERE MOVING.... + /// Speek up! + if ( bNumReRevealed > 0 && bNumNewEnemies == 0 ) + { + pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); + } + else + { + SaySeenQuote( pSoldier, gfPlayerTeamSawCreatures, FALSE, gfPlayerTeamSawJoey ); + } + + pSoldier->HaultSoldierFromSighting( TRUE ); + + if ( gTacticalStatus.fEnemySightingOnTheirTurn ) + { + // Locate to our guy, then slide to enemy + LocateSoldier( pSoldier->ubID, SETLOCATOR ); + + // Now slide to other guy.... + SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR); + + } + + // Unset User's turn UI + UnSetUIBusy( pSoldier->ubID ); } - else - { - SaySeenQuote( pSoldier, gfPlayerTeamSawCreatures, FALSE, gfPlayerTeamSawJoey ); - } - - pSoldier->HaultSoldierFromSighting( TRUE ); - - if ( gTacticalStatus.fEnemySightingOnTheirTurn ) - { - // Locate to our guy, then slide to enemy - LocateSoldier( pSoldier->ubID, SETLOCATOR ); - - // Now slide to other guy.... - SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR); - - } - - // Unset User's turn UI - UnSetUIBusy( pSoldier->ubID ); } }