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Merge branch 'master' into ExtraMercs
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@@ -1,6 +1,3 @@
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#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include <stdio.h>
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#include <string.h>
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#include "stdlib.h"
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@@ -66,7 +63,7 @@
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#include "MilitiaIndividual.h" // added by Flugente
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#include "Town Militia.h" // added by Flugente
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#include "PreBattle Interface.h" // added by Flugente
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#endif
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#include "Rebel Command.h"
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// anv: for enemy taunts
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#include "Civ Quotes.h"
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@@ -3209,14 +3206,14 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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case 762:
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{
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// CODE: Set off Trigger
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INT8 bPanicTrigger;
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bPanicTrigger = ClosestPanicTrigger( pSoldier );
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SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
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INT8 bPanicTrigger = ClosestPanicTrigger( pSoldier );
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if (bPanicTrigger != -1)
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{
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SetOffPanicBombs( pSoldier->ubID, bPanicTrigger );
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}
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// any AI guy has been specially given keys for this, now take them
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// away
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pSoldier->flags.bHasKeys = pSoldier->flags.bHasKeys >> 1;
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}
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break;
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@@ -4197,6 +4194,9 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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}
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}
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// rftr: soldier bounty payout
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RebelCommand::ApplySoldierBounty(pSoldier);
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// Flugente: campaign stats
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gCurrentIncident.AddStat( pSoldier, CAMPAIGNHISTORY_TYPE_KILL );
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@@ -4856,48 +4856,6 @@ BOOLEAN HandleUnjamAnimation( SOLDIERTYPE *pSoldier )
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#if 0
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//OK, if here, if our health is still good, but we took a lot of damage, try to fall down!
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if ( pSoldier->stats.bLife >= OKLIFE )
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{
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// Randomly fall back or forward, if we are in the standing hit animation
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if ( pSoldier->usAnimState == GENERIC_HIT_STAND || pSoldier->usAnimState == RIFLE_STAND_HIT )
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{
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INT8 bTestDirection = pSoldier->ubDirection;
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BOOLEAN fForceDirection = FALSE;
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BOOLEAN fDoFallback = FALSE;
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// As the damage pretty brutal?
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// TRY FALLING BACKWARDS, ( ONLY IF WE ARE A MERC! )
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if ( Random( 1000 ) > 40 && IS_MERC_BODY_TYPE( pSoldier ) )
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{
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// CHECK IF WE HAVE AN ATTACKER, TAKE OPPOSITE DIRECTION!
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if ( pSoldier->ubAttackerID != NOBODY )
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{
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// Find direction!
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bTestDirection = (INT8)GetDirectionFromGridNo( MercPtrs[ pSoldier->ubAttackerID ]->sGridNo, pSoldier );
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fForceDirection = TRUE;
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}
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sNewGridNo = NewGridNo( pSoldier->sGridNo, (UINT16)(-1 * DirectionInc( bTestDirection ) ) );
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if ( NewOKDestination( pSoldier, sNewGridNo, TRUE, pSoldier->pathing.bLevel ) && OKHeightDest( pSoldier, sNewGridNo ) )
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{
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// ALL'S OK HERE..... IF WE FORCED DIRECTION, SET!
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if ( fForceDirection )
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{
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pSoldier->EVENT_SetSoldierDirection( bTestDirection );
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pSoldier->EVENT_SetSoldierDesiredDirection( bTestDirection );
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}
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pSoldier->ChangeSoldierState( FALLBACK_HIT_STAND, 0, FALSE );
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return;
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}
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}
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}
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}
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#endif
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BOOLEAN OKFallDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubTestDirection, UINT16 usAnimState )
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{
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