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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+25
-11
@@ -865,7 +865,14 @@ BOOLEAN BeginStrategicRemoveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fAddRehireButto
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}
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else
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{
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NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton );
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if (!is_networked)
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NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton );
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else
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{
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// WANNE - MP: Skip all the dialog boxes that appear. Just dismiss the merc
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StrategicRemoveMerc( pSoldier );
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pLeaveSoldier = NULL;
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}
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}
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return( TRUE );
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@@ -1004,6 +1011,10 @@ BOOLEAN StrategicRemoveMerc( SOLDIERTYPE *pSoldier )
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UnLockPauseState();
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UnPauseGame();
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if (is_client)
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send_dismiss(pSoldier->ubID);
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return( TRUE );
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}
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@@ -1486,17 +1497,20 @@ void ExtendMercInsuranceContractCallBack( UINT8 bExitValue )
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void HandleUniqueEventWhenPlayerLeavesTeam( SOLDIERTYPE *pSoldier )
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{
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switch( pSoldier->ubProfile )
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if (!is_networked)
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{
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//When iggy leaves the players team,
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case IGGY:
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//if he is owed money ( ie the player didnt pay him )
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if( gMercProfiles[ pSoldier->ubProfile ].iBalance < 0 )
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{
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//iggy is now available to be handled by the enemy
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gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] = TRUE;
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}
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break;
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switch( pSoldier->ubProfile )
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{
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//When iggy leaves the players team,
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case IGGY:
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//if he is owed money ( ie the player didnt pay him )
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if( gMercProfiles[ pSoldier->ubProfile ].iBalance < 0 )
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{
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//iggy is now available to be handled by the enemy
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gubFact[ FACT_IGGY_AVAILABLE_TO_ARMY ] = TRUE;
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}
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break;
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}
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}
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}
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