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Import changes from the local SVN working copy
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+14
-13
@@ -2566,7 +2566,8 @@ void Converse( UINT8 ubNPC, UINT8 ubMerc, INT8 bApproach, UINT32 uiApproachData
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INT32 NPCConsiderInitiatingConv( SOLDIERTYPE * pNPC, UINT8 * pubDesiredMerc )
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{
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INT32 sMyGridNo, sDist, sDesiredMercDist = 100;
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UINT8 ubNPC, ubMerc, ubDesiredMerc = NOBODY;
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UINT8 ubNPC;
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UINT16 ubMerc, ubDesiredMerc = NOBODY;
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UINT8 ubTalkDesire, ubHighestTalkDesire = 0;
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SOLDIERTYPE * pMerc;
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SOLDIERTYPE * pDesiredMerc = NULL;
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@@ -2913,9 +2914,9 @@ BOOLEAN PCDoesFirstAidOnNPC( UINT8 ubNPC )
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void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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{
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// Loop through all mercs, gather closest mercs who can see and trigger one!
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UINT8 ubMercsInSector[ 40 ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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UINT16 ubMercsInSector[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = { 0 }; //std::vector would probably be better here
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier, *pSoldier;
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INT32 cnt;
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@@ -2933,7 +2934,7 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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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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@@ -2941,7 +2942,7 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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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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// Post action to close panel
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NPCClosePanel( );
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@@ -3649,12 +3650,12 @@ BOOLEAN LoadBackupNPCInfoFromSavedGameFile( HWFILE hFile, UINT32 uiSaveGameVersi
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void TriggerFriendWithHostileQuote( UINT8 ubNPC )
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{
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UINT8 ubMercsAvailable[ 40 ] = { 0 };
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UINT8 ubNumMercsAvailable = 0, ubChosenMerc;
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SOLDIERTYPE * pTeamSoldier;
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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INT8 bTeam;
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UINT16 ubMercsAvailable[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = { 0 };
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UINT16 ubNumMercsAvailable = 0, ubChosenMerc;
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SOLDIERTYPE * pTeamSoldier;
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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INT8 bTeam;
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// First get pointer to NPC
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pSoldier = FindSoldierByProfileID( ubNPC, FALSE );
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@@ -3697,7 +3698,7 @@ void TriggerFriendWithHostileQuote( UINT8 ubNPC )
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if (ubNumMercsAvailable > 0)
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{
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PauseAITemporarily();
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ubChosenMerc = (UINT8) Random( ubNumMercsAvailable );
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ubChosenMerc = (UINT16) Random( ubNumMercsAvailable );
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TriggerNPCWithIHateYouQuote( ubMercsAvailable[ ubChosenMerc ] );
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}
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else
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