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Surrender GUI when talking to boxing opponent replaced with MessageBox allowing to forfeit the match.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -23300,6 +23300,15 @@ void MercStealFromMerc( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTarget )
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}
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}
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void AbandonBoxingDueToSurrenderCallback(UINT8 ubExitValue)
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{
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if (ubExitValue == MSG_BOX_RETURN_YES)
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{
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SetBoxingState(DISQUALIFIED);
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TriggerNPCRecord(DARREN, 21);
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}
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}
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SOLDIERTYPE *pTMilitiaSoldier;//global pointer
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BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate )
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{
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@@ -23374,6 +23383,12 @@ BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValid
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if ( (gSkillTraitValues.fCOTurncoats || gGameExternalOptions.fEnemyCanSurrender || gGameExternalOptions.fPlayerCanAsktoSurrender) && pTSoldier->CanBeCaptured( ) )
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{
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// AP costs are handled inside the callback (PrisonerSurrenderMessageBoxCallBack)
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if (gTacticalStatus.bBoxingState != NOT_BOXING)
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{
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// pop up dialogue asking whether the player wants to abandon the fight
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DoMessageBox(MSG_BOX_BASIC_STYLE, Message[STR_ABANDON_FIGHT], GAME_SCREEN, (UINT8)MSG_BOX_FLAG_YESNO, AbandonBoxingDueToSurrenderCallback, NULL);
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return FALSE;
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}
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HandleSurrenderOffer( pTSoldier );
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return(FALSE);
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}
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