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
This commit is contained in:
Flugente
2012-08-24 23:52:55 +00:00
parent fa1586b22b
commit fd445fe5ed
62 changed files with 2151 additions and 263 deletions
+9
View File
@@ -189,6 +189,15 @@ INT32 MostImportantNoiseHeard( SOLDIERTYPE *pSoldier, INT32 *piRetValue, BOOLEAN
if ( CONSIDERED_NEUTRAL( pSoldier, pTemp ) || (pSoldier->bSide == pTemp->bSide))
continue; // next merc
// Flugente: chance to ignore the noise if the ceator is covert
if ( pTemp->bSoldierFlagMask & (SOLDIER_COVERT_CIV|SOLDIER_COVERT_SOLDIER) )
{
// green AI state: always ignore
// yellow AI state: 50% chance to ignore
if ( pSoldier->aiData.bAlertStatus == STATUS_GREEN || (pSoldier->aiData.bAlertStatus == STATUS_GREEN && Random(2) < 1 ) )
continue; // next merc
}
pbPersOL = pSoldier->aiData.bOppList + pTemp->ubID;
pbPublOL = gbPublicOpplist[pSoldier->bTeam] + pTemp->ubID;
psLastLoc = gsLastKnownOppLoc[pSoldier->ubID] + pTemp->ubID;