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https://github.com/1dot13/source.git
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Import changes from the local SVN working copy
This commit is contained in:
@@ -176,7 +176,7 @@ UINT8 gubNumStopTimeQuotes = 2;
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#define INITIAL_Q_SIZE 10
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HQUEUE ghDialogueQ = NULL;
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FACETYPE *gpCurrentTalkingFace = NULL;
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UINT8 gubCurrentTalkingID = NO_PROFILE;
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UINT16 gubCurrentTalkingID = NO_PROFILE;
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INT8 gbUIHandlerID;
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INT32 giNPCReferenceCount = 0;
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@@ -763,7 +763,7 @@ void HandleDialogue( )
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{
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SOLDIERTYPE * pMike;
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INT32 sPlayerGridNo;
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UINT8 ubPlayerID;
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UINT16 ubPlayerID;
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pMike = FindSoldierByProfileID( MIKE, FALSE );
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if ( pMike )
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@@ -949,11 +949,11 @@ void HandleDialogue( )
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}
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else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_CONTRACT_WANTS_TO_RENEW )
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{
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HandleMercIsWillingToRenew( (UINT8)QItem->uiSpecialEventData );
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HandleMercIsWillingToRenew( (UINT16)QItem->uiSpecialEventData );
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}
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else if ( QItem->uiSpecialEventFlag & DIALOGUE_SPECIAL_EVENT_CONTRACT_NOGO_TO_RENEW )
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{
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HandleMercIsNotWillingToRenew( (UINT8)QItem->uiSpecialEventData );
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HandleMercIsNotWillingToRenew( (UINT16)QItem->uiSpecialEventData );
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}
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else
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{
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@@ -2061,7 +2061,7 @@ BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag,
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}
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extern INT8 gbSelectedArmsDealerID;
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extern UINT8 gusIDOfCivTrader;
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extern UINT16 gusIDOfCivTrader;
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BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier )
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{
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@@ -3176,8 +3176,8 @@ void HandleDialogueEnd( FACETYPE *pFace )
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SOLDIERTYPE *pSoldier = FindSoldierByProfileID( gTacticalStatus.ubLastQuoteProfileNUm, FALSE );
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if ( pSoldier )
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{
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UINT8 ubSeenEnemies[ MAX_NUM_SOLDIERS ];
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UINT8 ubSeenEnemiesCnt = 0;
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UINT16 ubSeenEnemies[ MAX_NUM_SOLDIERS ];
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UINT16 ubSeenEnemiesCnt = 0;
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switch( gTacticalStatus.ubLastQuoteSaid )
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{
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case QUOTE_CLOSE_CALL:
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@@ -3188,7 +3188,7 @@ void HandleDialogueEnd( FACETYPE *pFace )
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break;
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default:
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// select random enemy, who we see, who sees us and isn't deaf
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for(UINT8 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
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for(UINT16 cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID ; cnt++ )
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{
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if( MercPtrs[cnt] != NULL && MercPtrs[cnt]->aiData.bOppList[pSoldier->ubID] == SEEN_CURRENTLY
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&& MercPtrs[pSoldier->ubID]->aiData.bOppList[cnt] == SEEN_CURRENTLY && !( MercPtrs[cnt]->bDeafenedCounter > 0 ) )
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@@ -3359,9 +3359,9 @@ void RenderSubtitleBoxOverlay( VIDEO_OVERLAY *pBlitter )
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void SayQuoteFromAnyBodyInSector( 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_MERCS, 0);
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS, 0);
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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@@ -3395,7 +3395,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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#endif
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}
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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ubNumMercs++;
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}
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}
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@@ -3403,7 +3403,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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// If we are air raid, AND red exists somewhere...
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if ( usQuoteNum == QUOTE_AIR_RAID )
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@@ -3412,7 +3412,7 @@ void SayQuoteFromAnyBodyInSector( UINT16 usQuoteNum )
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{
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if ( ubMercsInSector[ cnt ] == 11 )
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{
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ubChosenMerc = (UINT8)cnt;
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ubChosenMerc = (UINT16)cnt;
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break;
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}
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}
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@@ -3447,7 +3447,7 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
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// Add guy if he's a candidate...
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if( pTeamSoldier->sSectorX == sSectorX && pTeamSoldier->sSectorY == sSectorY && pTeamSoldier->bSectorZ == bSectorZ && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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++ubNumMercs;
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}
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}
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@@ -3481,9 +3481,9 @@ void SayQuoteFromAnyBodyInThisSector( INT16 sSectorX, INT16 sSectorY, INT8 bSect
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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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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0 );
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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@@ -3503,7 +3503,7 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
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{
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continue;
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}
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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ubNumMercs++;
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}
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}
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@@ -3511,7 +3511,7 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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if (usQuoteNum == 66)
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{
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@@ -3526,9 +3526,9 @@ void SayQuoteFromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQuo
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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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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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@@ -3553,7 +3553,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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continue;
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}
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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++ubNumMercs;
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}
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}
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@@ -3561,7 +3561,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
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}
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}
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