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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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@@ -655,14 +655,14 @@ void HandleDialogue( )
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if ( gfMikeShouldSayHi == TRUE )
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{
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SOLDIERTYPE * pMike;
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INT16 sPlayerGridNo;
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INT32 sPlayerGridNo;
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UINT8 ubPlayerID;
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pMike = FindSoldierByProfileID( MIKE, FALSE );
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if ( pMike )
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{
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sPlayerGridNo = ClosestPC( pMike, NULL );
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if (sPlayerGridNo != NOWHERE )
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sPlayerGridNo = ClosestPC( pMike, NULL );
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if (!TileIsOutOfBounds(sPlayerGridNo))
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{
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ubPlayerID = WhoIsThere2( sPlayerGridNo, 0 );
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if (ubPlayerID != NOBODY)
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@@ -896,7 +896,7 @@ void HandleDialogue( )
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, (INT16)QItem->uiSpecialEventData );
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SlideToLocation( 0, QItem->uiSpecialEventData );
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gpCurrentTalkingFace = &gFacesData[ QItem->iFaceIndex ];
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gubCurrentTalkingID = QItem->ubCharacterNum;
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@@ -1086,7 +1086,7 @@ void HandleDialogue( )
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{
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if ( QItem->bUIHandlerID == DIALOGUE_NPC_UI )
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{
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HandleNPCGotoGridNo( (UINT8)QItem->uiSpecialEventData, (INT16)QItem->uiSpecialEventData2, (UINT8)QItem->uiSpecialEventData3 );
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HandleNPCGotoGridNo( (UINT8)QItem->uiSpecialEventData, (UINT16)QItem->uiSpecialEventData2, (UINT8)QItem->uiSpecialEventData3 );//dnl!!!
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}
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}
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else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_DO_ACTION )
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@@ -2569,7 +2569,7 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
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}
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}
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void SayQuoteFromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum )
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void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum )
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{
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0 );
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@@ -2614,7 +2614,7 @@ void SayQuoteFromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuo
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}
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void SayQuote58FromNearbyMercInSector( INT16 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex )
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void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuoteNum, INT8 bSex )
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{
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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