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Move ExecuteAdditionalCharacterDialogue defintion before the first call
This allows us to declare it static
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@@ -462,6 +462,22 @@ void HandleDialogueUIAdjustments( )
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}
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// Flugente: additional dialogue
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extern void LuaHandleAdditionalDialogue(INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3);
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BOOLEAN ExecuteAdditionalCharacterDialogue(UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3)
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{
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SOLDIERTYPE* pSoldier = FindSoldierByProfileID(ubProfile, TRUE);
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if ( !pSoldier )
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return FALSE;
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// call Lua script on whether we can play something here, and get text and sound file
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LuaHandleAdditionalDialogue(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3);
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return(TRUE);
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}
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void HandleDialogue( )
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{
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@@ -2176,21 +2192,6 @@ BOOLEAN ExecuteSnitchCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum,
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return( TRUE );
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}
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// Flugente: additional dialogue
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extern void LuaHandleAdditionalDialogue( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 );
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BOOLEAN ExecuteAdditionalCharacterDialogue( UINT8 ubProfile, INT32 iFaceIndex, UINT16 usEventNr, UINT32 aData1, UINT32 aData2, UINT32 aData3 )
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{
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SOLDIERTYPE *pSoldier = FindSoldierByProfileID( ubProfile, TRUE );
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if ( !pSoldier )
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return FALSE;
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// call Lua script on whether we can play something here, and get text and sound file
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LuaHandleAdditionalDialogue( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ, ubProfile, iFaceIndex, usEventNr, aData1, aData2, aData3 );
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return( TRUE );
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}
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void SetQuoteStr( STR16 aStr )
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{
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