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Merge branch 'master' into ExtraMercs
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@@ -1,8 +1,5 @@
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#include "builddefines.h"
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#ifdef PRECOMPILEDHEADERS
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#include "Strategic All.h"
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#else
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#include "Types.h"
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#include "Merc Contract.h"
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#include "Soldier Profile.h"
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@@ -38,7 +35,6 @@
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#include "Vehicles.h"
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#include "email.h"
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#include "Map Screen Helicopter.h"
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#endif
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#include "GameSettings.h"
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#include "connect.h"
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@@ -1377,42 +1373,6 @@ BOOLEAN HandleFiredDeadMerc( SOLDIERTYPE *pSoldier )
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{
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AddCharacterToDeadList( pSoldier );
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#if 0
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//if the dead merc is in the current sector
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if( pSoldier->sSectorX == gWorldSectorX &&
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pSoldier->sSectorY == gWorldSectorY &&
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pSoldier->bSectorZ == gbWorldSectorZ )
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{
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TurnSoldierIntoCorpse( pSoldier, FALSE, FALSE );
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}
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else
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{
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ROTTING_CORPSE_DEFINITION Corpse;
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// Setup some values!
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Corpse.ubBodyType = pSoldier->ubBodyType;
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Corpse.sGridNo = pSoldier->sInsertionGridNo;
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Corpse.dXPos = pSoldier->dXPos;
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Corpse.dYPos = pSoldier->dYPos;
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Corpse.sHeightAdjustment = pSoldier->sHeightAdjustment;
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SET_PALETTEREP_ID ( Corpse.HeadPal, pSoldier->HeadPal );
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SET_PALETTEREP_ID ( Corpse.VestPal, pSoldier->VestPal );
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SET_PALETTEREP_ID ( Corpse.SkinPal, pSoldier->SkinPal );
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SET_PALETTEREP_ID ( Corpse.PantsPal, pSoldier->PantsPal );
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Corpse.bDirection = pSoldier->ubDirection;
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// Set time of death
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Corpse.uiTimeOfDeath = GetWorldTotalMin( );
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// Set type
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Corpse.ubType = (UINT8)gubAnimSurfaceCorpseID[ pSoldier->ubBodyType][ pSoldier->usAnimState ];
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//Add the rotting corpse info to the sectors unloaded rotting corpse file
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AddRottingCorpseToUnloadedSectorsRottingCorpseFile( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, &Corpse);
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}
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#endif
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return( TRUE );
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}
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