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- 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:
@@ -14708,8 +14708,8 @@ BOOLEAN SOLDIERTYPE::LooksLikeACivilian( void )
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break;
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break;
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default:
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default:
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{
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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return FALSE;
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//return FALSE;
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}
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}
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break;
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break;
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}
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}
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@@ -14859,7 +14859,7 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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if ( bLoop == HANDPOS || bLoop == SECONDHANDPOS )
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if ( bLoop == HANDPOS || bLoop == SECONDHANDPOS )
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;
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;
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// other covert items are simply ignored
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// other covert items are simply ignored
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if ( HasItemFlag(this->inv[bLoop].usItem, COVERT) )
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else if ( HasItemFlag(this->inv[bLoop].usItem, COVERT) )
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continue;
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continue;
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// 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!
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// 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!
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else if ( (bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS || bLoop == KNIFEPOCKPOS) )
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else if ( (bLoop == GUNSLINGPOCKPOS || bLoop == HELMETPOS || bLoop == VESTPOS || bLoop == LEGPOS || bLoop == HEAD1POS || bLoop == HEAD2POS || bLoop == KNIFEPOCKPOS) )
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@@ -14887,8 +14887,8 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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break;
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break;
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default:
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default:
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{
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_ITEM_SUSPICIOUS], this->GetName(), Item[this->inv[bLoop].usItem].szItemName );
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return FALSE;
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//return FALSE;
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}
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}
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break;
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break;
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}
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}
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+27
-23
@@ -3580,31 +3580,35 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
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// How will this feel?
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// How will this feel?
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if ( pSoldier->bTeam == gbPlayerNum )
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if ( pSoldier->bTeam == gbPlayerNum )
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{
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{
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// STOP IF WE WERE MOVING....
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// Flugente: disguised mercs do not alert us if they see an enemy, as otherwise one has to continously give them new orders
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/// Speek up!
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if ( !(pSoldier->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER)) )
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if ( bNumReRevealed > 0 && bNumNewEnemies == 0 )
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{
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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// STOP IF WE WERE MOVING....
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/// Speek up!
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if ( bNumReRevealed > 0 && bNumNewEnemies == 0 )
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{
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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}
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else
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{
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SaySeenQuote( pSoldier, gfPlayerTeamSawCreatures, FALSE, gfPlayerTeamSawJoey );
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}
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pSoldier->HaultSoldierFromSighting( TRUE );
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if ( gTacticalStatus.fEnemySightingOnTheirTurn )
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{
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// Locate to our guy, then slide to enemy
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LocateSoldier( pSoldier->ubID, SETLOCATOR );
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// Now slide to other guy....
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SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR);
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}
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// Unset User's turn UI
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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else
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{
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SaySeenQuote( pSoldier, gfPlayerTeamSawCreatures, FALSE, gfPlayerTeamSawJoey );
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}
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pSoldier->HaultSoldierFromSighting( TRUE );
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if ( gTacticalStatus.fEnemySightingOnTheirTurn )
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{
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// Locate to our guy, then slide to enemy
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LocateSoldier( pSoldier->ubID, SETLOCATOR );
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// Now slide to other guy....
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SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR);
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}
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// Unset User's turn UI
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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}
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}
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