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New feature: Covert ops
- you can disguise members of your team as civilians or soldiers and, if careful, avoid detection by the enemy. - For more info, see http://www.bears-pit.com/board/ubbthreads.php/topics/309312/New_feature_Covert_operations.html#Post309312 - GameDir revision >= 1529 is needed for this feature - fixed a bug that could cause inventory items to be treated like armed bombs - bloodcats can now be skinned git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5529 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -189,6 +189,15 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
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if ( CONSIDERED_NEUTRAL( pSoldier, pTemp ) || (pSoldier->bSide == pTemp->bSide))
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continue; // next merc
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// Flugente: chance to ignore the noise if the ceator is covert
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if ( pTemp->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
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{
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// green AI state: always ignore
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// yellow AI state: 50% chance to ignore
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if ( pSoldier->aiData.bAlertStatus == STATUS_GREEN || (pSoldier->aiData.bAlertStatus == STATUS_GREEN && Random(2) < 1 ) )
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continue; // next merc
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}
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pbPersOL = pSoldier->aiData.bOppList + pTemp->ubID;
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pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pTemp->ubID;
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psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pTemp->ubID;
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