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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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+8
-8
@@ -26,7 +26,7 @@
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#include "message.h"
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#endif
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INT16 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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UINT8 gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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BOOLEAN gfBoxerFought[ NUM_BOXERS ] = { FALSE, FALSE, FALSE };
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BOOLEAN gfLastBoxingMatchWonByPlayer = FALSE;
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@@ -82,13 +82,14 @@ void ExitBoxing( void )
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CancelAIAction( pSoldier, TRUE );
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pSoldier->aiData.bAlertStatus = STATUS_GREEN;
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pSoldier->aiData.bUnderFire = 0;
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// HEADROCK HAM 3.6: Make sure all boxers' APs have been reset to a reasonable number. Otherwise,
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// the AI combatant may fail several conditions in subsequent functions, and fail to leave the ring
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// as a result.
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if (pSoldier->bActionPoints < (APBPConstants[AP_MAXIMUM]*6)/10)
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{
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pSoldier->bActionPoints = (APBPConstants[AP_MAXIMUM]*6)/10;
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}
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// the AI combatant may fail several conditions in subsequent functions, and fail to leave the ring
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// as a result.
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if (pSoldier->bActionPoints < (APBPConstants[AP_MAXIMUM]*6)/10)
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{
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pSoldier->bActionPoints = (APBPConstants[AP_MAXIMUM]*6)/10;
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}
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// if necessary, revive boxer so he can leave ring
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if (pSoldier->stats.bLife > 0 && (pSoldier->stats.bLife < OKLIFE || pSoldier->bBreath < OKBREATH ) )
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@@ -151,7 +152,6 @@ void BoxingPlayerDisqualified( SOLDIERTYPE * pOffender, INT8 bReason )
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void TriggerEndOfBoxingRecord( SOLDIERTYPE * pSoldier )
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{
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// This trigger runs once for each boxer, so only when the SECOND boxer gets out will this function run in its entirely.
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// unlock UI
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guiPendingOverrideEvent = LU_ENDUILOCK;
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