- Fix: when disguised mercs with suspicious gear were spotted, messages were print out, but no uncovering occured

- Disguised mercs no longer 'stop' when they see a new enemy, as otherwise movement becomes tedious.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6274 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-08-06 20:43:44 +00:00
parent 44b9bf41d8
commit ea478960dd
2 changed files with 32 additions and 28 deletions
+5 -5
View File
@@ -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;
}