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Multiplayer: Completely disabled interrupts in a COOP game, because it is still buggy. So the ALT + E workaround on the server (to give turn back to client on stuck interrupt) should not be needed anymore
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8296 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1506,6 +1506,15 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT8 ubOpponent
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INT8 bDir;
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SOLDIERTYPE * pOpponent;
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#ifdef DISABLE_MP_INTERRUPTS_IN_COOP
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if (is_networked == TRUE && cGameType == MP_TYPE_COOP)
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{
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return ( FALSE );
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}
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#endif
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if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) && !(gubSightFlags & SIGHT_INTERRUPT) )
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{
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return( FALSE );
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@@ -1880,6 +1880,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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*/
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//#ifdef DISABLE_MP_INTERRUPTS_IN_COOP
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// WANNE: Not needed to show the override turn dialog
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//#else
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'e') )
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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@@ -1891,6 +1896,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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//#endif
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if ((InputEvent.usEvent == KEY_DOWN )&& ( InputEvent.usParam == 'k') )
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{
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if( InputEvent.usKeyState & ALT_DOWN )
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