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fixed some screenmsg strings not changed
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+3
-3
@@ -3921,17 +3921,17 @@ BOOLEAN AutoReload( SOLDIERTYPE * pSoldier, bool aReloadEvenIfNotEmpty )
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DirtyMercPanelInterface(pSoldier, DIRTYLEVEL2); // Greysa: what does this even do?
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PlayJA2Sample(Weapon[Item[pObj->usItem].ubClassIndex].ManualReloadSound, RATE_11025, SoundVolume(HIGHVOLUME, pSoldier->sGridNo), 1, SoundDir(pSoldier->sGridNo));
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s unjammed %s.", pSoldier->GetName(), ItemNames[pObj->usItem]);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_UNJAMMED], pSoldier->GetName(), ItemNames[pObj->usItem]);
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// merc voice feedback?
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}
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else
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{
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s failed to unjam %s.", pSoldier->GetName(), ItemNames[pObj->usItem]);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_FAILED_UNJAM], pSoldier->GetName(), ItemNames[pObj->usItem]);
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}
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}
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else
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{
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s does not have enough APs to unjam %s.", pSoldier->GetName(), ItemNames[pObj->usItem]);
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ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, Message[STR_NO_AP_NO_UNJAM], pSoldier->GetName(), ItemNames[pObj->usItem]);
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}
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}
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if ((pObj2 != NULL) && (*pObj2)[0]->data.gun.bGunAmmoStatus < 0)
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