Suspicion check updates. Allow player to bank 25% suspicion for working fast.
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61bf77b288
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967aff3092
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@ -39,6 +39,7 @@ static int targetOutOfRange(void);
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static void rechargeBoostECM(void);
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static void rechargeBoostECM(void);
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static void setPilotName(void);
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static void setPilotName(void);
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static void updateDeathStats(void);
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static void updateDeathStats(void);
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static void handleSuspicionLevel(void);
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static int selectedPlayerIndex;
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static int selectedPlayerIndex;
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static int availableGuns[BT_MAX];
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static int availableGuns[BT_MAX];
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@ -139,6 +140,8 @@ void doPlayer(void)
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handleMouse();
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handleMouse();
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handleSuspicionLevel();
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if (!player->target || player->target->health <= 0 || player->target->systemPower <= 0 || targetOutOfRange())
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if (!player->target || player->target->health <= 0 || player->target->systemPower <= 0 || targetOutOfRange())
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{
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{
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selectTarget();
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selectTarget();
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@ -353,16 +356,10 @@ static void handleMouse(void)
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fireRocket(player);
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fireRocket(player);
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}
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}
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if (battle.hasSuspicionLevel)
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if (battle.hasSuspicionLevel && !battle.numEnemies && !battle.suspicionCoolOff)
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{
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if (!battle.numEnemies && !battle.suspicionCoolOff)
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{
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{
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battle.suspicionLevel += (MAX_SUSPICION_LEVEL * 0.05);
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battle.suspicionLevel += (MAX_SUSPICION_LEVEL * 0.05);
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}
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}
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/* don't allow the suspicion level to drop too far */
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battle.suspicionLevel = MAX(battle.suspicionLevel, -(MAX_SUSPICION_LEVEL * 0.1));
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}
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}
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}
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if (isControl(CONTROL_ACCELERATE))
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if (isControl(CONTROL_ACCELERATE))
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@ -558,7 +555,7 @@ static void activateECM(void)
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battle.stats[STAT_ECM]++;
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battle.stats[STAT_ECM]++;
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if (battle.hasSuspicionLevel && !battle.numEnemies)
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if (battle.hasSuspicionLevel && !battle.numEnemies && !battle.suspicionCoolOff)
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{
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{
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battle.suspicionLevel += (MAX_SUSPICION_LEVEL * 0.25);
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battle.suspicionLevel += (MAX_SUSPICION_LEVEL * 0.25);
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}
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}
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@ -755,6 +752,15 @@ int playerHasGun(int type)
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return availableGuns[type];
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return availableGuns[type];
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}
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}
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static void handleSuspicionLevel(void)
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{
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if (battle.hasSuspicionLevel)
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{
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/* don't allow the suspicion level to drop too far */
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battle.suspicionLevel = MAX(battle.suspicionLevel, -(MAX_SUSPICION_LEVEL * 0.25));
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}
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}
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void loadPlayer(cJSON *node)
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void loadPlayer(cJSON *node)
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{
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{
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char *type;
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char *type;
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