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- UB Improvements / Cleanup (by Jazz)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6334 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -119,9 +119,7 @@ BOOLEAN AdjustCertainDealersInventory();
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void LimitArmsDealersInventory( UINT8 ubArmsDealer, UINT32 uDealerItemType, UINT8 ubMaxNumberOfItemType );
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void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType );
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void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubHowMany );
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#ifdef JA2UB
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void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems );
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#endif
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void ArmsDealerGetsFreshStock( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubNumItems );
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BOOLEAN ItemContainsLiquid( UINT16 usItemIndex );
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@@ -643,17 +641,25 @@ BOOLEAN AdjustCertainDealersInventory( )
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GuaranteeAtLeastXItemsOfIndex( ARMS_DEALER_RAUL, BARRETT_UB, 1 );
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}
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/*
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moved to Quest.lua
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//if the player hasnt done the "killed the annoying bloodcats" quest for betty,
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if( gubQuest[ QUEST_FIX_LAPTOP ] != QUESTDONE && gGameUBOptions.LaptopQuestEnabled == TRUE )
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{
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//Guarntee 1 laptop transmitter to be at betty's
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GuaranteeAtLeastXItemsOfIndex( ARMS_DEALER_BETTY, LAPTOP_TRANSMITTER , 1 ); //4500
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}
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else
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{
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GuaranteeAtMostNumOfItemsForItem( ARMS_DEALER_BETTY, LAPTOP_TRANSMITTER, 0 ); //4500
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}
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*/
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if( gGameUBOptions.LaptopQuestEnabled == FALSE )
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{
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GuaranteeAtMostNumOfItemsForItem( ARMS_DEALER_BETTY, LAPTOP_TRANSMITTER, 0 ); //4500
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}
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if( gubQuest[ QUEST_GET_RID_BLOODCATS_AT_BETTYS ] != QUESTDONE )
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{
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@@ -891,6 +897,27 @@ void GuaranteeAtLeastOneItemOfType( UINT8 ubArmsDealer, UINT32 uiDealerItemType
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// internal logic failure!
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}
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void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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return;
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//ADB, ya, a whole 1 line of extra code!
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int itemsIHave = 0;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true
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&& iter->object.usItem == sItemIndex
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&& iter->IsUnderRepair() == false) {
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itemsIHave -= iter->object.ubNumberOfObjects;
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//if there are any of these in stock
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}
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}
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}
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void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubHowMany )
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{
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@@ -2442,68 +2469,4 @@ BOOLEAN CanThisItemBeSoldToSimulatedCustomer( UINT8 ubArmsDealerID, UINT16 usIte
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return( TRUE );
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}
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void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems )
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{
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if( gArmsDealerStatus[ ubArmsDealer ].fOutOfBusiness )
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return;
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//ADB, ya, a whole 1 line of extra code!
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// not permitted for repair dealers - would take extra code to avoid counting items under repair!
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//Assert( !DoesDealerDoRepairs( ubArmsDealer ) );
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int itemsIHave = 0;
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for (DealerItemList::iterator iter = gArmsDealersInventory[ ubArmsDealer ].begin();
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iter != gArmsDealersInventory[ ubArmsDealer ].end(); ++iter) {
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if (iter->ItemIsInInventory() == true
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&& iter->object.usItem == sItemIndex
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&& iter->IsUnderRepair() == false) {
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itemsIHave -= iter->object.ubNumberOfObjects;
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//if there are any of these in stock
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}
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}
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/* UINT16 usCnt=0;
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UINT8 ubNumToRemove=0;
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SPECIAL_ITEM_INFO SpclItemInfo;
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UINT8 ubNumLeftToRemove=0;
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INT8 bItemCondition=0;
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UINT8 bElementToRemove=0;
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//if the num items in stock is greater then the num past in
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if( gArmsDealersInventory[ ubArmsDealer ][ sItemIndex ].ubTotalItems > ubAtMostNumItems )
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{
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ubNumToRemove = gArmsDealersInventory[ ubArmsDealer ][ sItemIndex ].ubTotalItems - ubAtMostNumItems;
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ubNumLeftToRemove = ubNumToRemove;
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//loop through the specified #of times
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while( ubNumLeftToRemove > 0 )
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{
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SetSpecialItemInfoToDefaults( &SpclItemInfo );
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//remove special ones first
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if( gArmsDealersInventory[ ubArmsDealer ][ sItemIndex ].ubTotalItems > gArmsDealersInventory[ ubArmsDealer ][ sItemIndex ].ubPerfectItems )
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{
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bElementToRemove = GetFirstValidSpecialItemFromDealer( ubArmsDealer, sItemIndex );
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RemoveSpecialItemFromArmsDealerInventoryAtElement( ubArmsDealer, sItemIndex, bElementToRemove );
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ubNumLeftToRemove -= 1;
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}
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else
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{
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//lower the number to the required number
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RemoveItemFromArmsDealerInventory( ubArmsDealer, sItemIndex, &SpclItemInfo, ubNumLeftToRemove );
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ubNumLeftToRemove = 0;
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}
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}
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}
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*/
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}
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#endif
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#endif
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@@ -396,7 +396,7 @@ UINT32 CalculateMinutesClosedBetween( UINT8 ubArmsDealer, UINT32 uiStartTime, UI
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extern void DailyCheckOnItemQuantities( BOOLEAN fInstallyHaveItemsAppear ); //Ja25 UB
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#endif
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extern void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemIndex, UINT8 ubHowMany );
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extern void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems );
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#endif
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@@ -2021,6 +2021,81 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
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ubFileNumID = CARLO;
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}
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#ifdef JA2UB
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if ( ubCharacterNum == MANUEL_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", MANUEL_UB );
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ubFileNumID = MANUEL_UB;
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}
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if ( ubCharacterNum == BIGGENS_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", BIGGENS_UB );
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ubFileNumID = BIGGENS_UB;
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}
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if ( ubCharacterNum == JOHN_K_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", JOHN_K_UB );
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ubFileNumID = JOHN_K_UB;
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}
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if ( ubCharacterNum == TEX_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", TEX_UB );
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ubFileNumID = TEX_UB;
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}
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if ( ubCharacterNum == GASTON_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", GASTON_UB );
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ubFileNumID = GASTON_UB;
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}
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if ( ubCharacterNum == STOGIE_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", STOGIE_UB );
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ubFileNumID = STOGIE_UB;
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}
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if ( ubCharacterNum == JERRY_MILO_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", JERRY_MILO_UB );
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ubFileNumID = JERRY_MILO_UB;
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}
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if ( ubCharacterNum == PGMALE4_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", PGMALE4_UB );
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ubFileNumID = PGMALE4_UB;
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}
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if ( ubCharacterNum == BETTY_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", BETTY_UB );
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ubFileNumID = BETTY_UB;
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}
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if ( ubCharacterNum == RAUL_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", RAUL_UB );
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ubFileNumID = RAUL_UB;
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}
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if ( ubCharacterNum == MORRIS_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", MORRIS_UB );
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ubFileNumID = MORRIS_UB;
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}
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if ( ubCharacterNum == RUDY_UB )
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{
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sprintf( (char *)zFileNameExists,"NPCDATA\\%03d.EDT", RUDY_UB );
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ubFileNumID = RUDY_UB;
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}
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#endif
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// If we are character #155, check fact!
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if ( ubCharacterNum == MANNY && !gubFact[ FACT_MANNY_IS_BARTENDER ] )
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{
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@@ -2069,32 +2144,33 @@ CHAR8 *GetDialogueDataFilename( UINT8 ubCharacterNum, UINT16 usQuoteNum, BOOLEAN
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//new profiles by Jazz
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if ( ( gProfilesRPC[ubCharacterNum].ProfilId == ubCharacterNum || gProfilesNPC[ubCharacterNum].ProfilId == ubCharacterNum || gProfilesVehicle[ubCharacterNum].ProfilId == ubCharacterNum ) && gMercProfiles[ ubCharacterNum ].ubMiscFlags & PROFILE_MISC_FLAG_RECRUITED )
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{
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//inshy: fix for UB-1.13 version only sprintf( zFileName,"SPEECH\\r_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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//inshy: fix for UB-1.13 version only sprintf( zFileName,"SPEECH\\r_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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if ( gSoundProfileValue[ubCharacterNum].EnabledSound == TRUE )
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{
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#ifdef JA2UB
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#ifdef JA2UB
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sprintf( zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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}
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#else
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#else
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sprintf( zFileName,"SPEECH\\r_%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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#endif
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#endif
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if ( !FileExists( zFileName ) )
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{
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//inshy: fix for UB-1.13 version only
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#ifdef JA2UB
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//inshy: fix for UB-1.13 version only
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#ifdef JA2UB
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sprintf( zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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if ( !FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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}
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#else
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#else
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sprintf( zFileName,"SPEECH\\r_%03d_%03d.wav",ubCharacterNum,usQuoteNum );
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#endif
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//<SB> Also check for Russian Gold sound files (identical to international ones)
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#endif
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//<SB> Also check for Russian Gold sound files (identical to international ones)
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if(! FileExists( zFileName ) )
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{
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sprintf( zFileName,"SPEECH\\%03d_%03d.ogg",ubCharacterNum,usQuoteNum );
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@@ -2397,10 +2397,10 @@ void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGr
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#ifdef JA2UB
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//JA25 ub
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//if the item is valid
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if( usItem != 0 )
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if( iItemIndex != 0 )
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{
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//handle the picking up of a new ja25 gun
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HandleNewGunComment( pSoldier, usItem, TRUE );
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HandleNewGunComment( pSoldier, iItemIndex, TRUE );
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}
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#endif
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// Aknowledge....
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@@ -5636,7 +5636,7 @@ void HandleRaulBlowingHimselfUp()
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UINT16 usItem=0;
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//Find Raul
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pSoldier = FindSoldierByProfileID( 74, FALSE );
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pSoldier = FindSoldierByProfileID( RAUL_UB, FALSE );
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//if he exists
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if( pSoldier )
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@@ -319,6 +319,42 @@ void InitGridNoUB()
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POWERGENFANSOUND_GRIDNO2 = gGameUBOptions.PowergenFanSoundGridNo2; //= 19749;
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STARTFANBACKUPAGAIN_GRIDNO = gGameUBOptions.StartFanbackupAgainGridNo; //= 10980;
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STOPPOWERGENFAN_GRIDNO = gGameUBOptions.StopPowergenFanGridNo; //= 10980;
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MANUEL_UB = gGameUBOptions.ubMANUEL_UB;
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BIGGENS_UB = gGameUBOptions.ubBIGGENS_UB;
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JOHN_K_UB = gGameUBOptions.ubJOHN_K_UB;
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TEX_UB = gGameUBOptions.ubTEX_UB;
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GASTON_UB = gGameUBOptions.ubGASTON_UB;
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STOGIE_UB = gGameUBOptions.ubSTOGIE_UB;
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JERRY_MILO_UB = gGameUBOptions.ubJERRY_MILO_UB;
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PGMALE4_UB = gGameUBOptions.ubPGMALE4_UB;
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BETTY_UB = gGameUBOptions.ubBETTY_UB;
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RAUL_UB = gGameUBOptions.ubRAUL_UB;
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MORRIS_UB = gGameUBOptions.ubMORRIS_UB;
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RUDY_UB = gGameUBOptions.ubRUDY_UB;
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TEX_MOVIE_ATTACK_CLYDESDALES = gGameUBOptions.ubTEX_MOVIE_ATTACK_CLYDESDALES;
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TEX_MOVIE_WILD_EAST = gGameUBOptions.ubTEX_MOVIE_WILD_EAST;
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TEX_MOVIE_HAVE_HONDA = gGameUBOptions.ubTEX_MOVIE_HAVE_HONDA;
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LAPTOP_TRANSMITTER = gGameUBOptions.ubLAPTOP_TRANSMITTER;
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CHE_GUEVARA_CANTEEN = gGameUBOptions.ubCHE_GUEVARA_CANTEEN;
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MERC_WRISTWATCH = gGameUBOptions.ubMERC_WRISTWATCH;
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SAM_GARVER_COMBAT_KNIFE = gGameUBOptions.ubSAM_GARVER_COMBAT_KNIFE;
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MERC_UMBRELLA_OLD = gGameUBOptions.ubMERC_UMBRELLA_OLD;
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MORRIS_INSTRUCTION_NOTE = gGameUBOptions.ubMORRIS_INSTRUCTION_NOTE;
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HAND_CANNON = gGameUBOptions.ubHAND_CANNON;
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HARTFORD_6_SHOOTER = gGameUBOptions.ubHARTFORD_6_SHOOTER;
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MERC_UMBRELLA = gGameUBOptions.ubMERC_UMBRELLA;
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CLIP_CANNON_BALL = gGameUBOptions.ubCLIP_CANNON_BALL;
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BARRETT_UB = gGameUBOptions.ubBARRETT_UB;
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CALICO_960_UB = gGameUBOptions.ubCALICO_960_UB;
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PSG1_UB = gGameUBOptions.ubPSG1_UB;
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L85_UB = gGameUBOptions.ubL85_UB;
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TAR21_UB = gGameUBOptions.ubTAR21_UB;
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VAL_SILENT_UB = gGameUBOptions.ubVAL_SILENT_UB;
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MICRO_UZI_UB = gGameUBOptions.ubMICRO_UZI_UB;
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CALICO_950_UB = gGameUBOptions.ubCALICO_950_UB;
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CALICO_900_UB = gGameUBOptions.ubCALICO_900_UB;
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}
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@@ -1253,12 +1289,14 @@ void HandlePickingUpMorrisInstructionNote( SOLDIERTYPE *pSoldier, INT32 iIndex )
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return;
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}
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/*
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//if the note has already been picked up by a new merc, or the not ehas been displayed
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if( gJa25SaveStruct.ubMorrisNoteState == MN__PICKED_UP_BY_NEW_MERC ||
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gJa25SaveStruct.ubMorrisNoteState == MN__FINISHED )
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{
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return;
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}
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*/
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bID = RandomSoldierIdFromNewMercsOnPlayerTeam();
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+33
-27
@@ -3466,6 +3466,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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if (pSoldierOld->bTeam == CIV_TEAM )
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{
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#ifdef JA2UB
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#else
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SOLDIERTYPE * pOther;
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#endif
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@@ -3475,30 +3476,12 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() );
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}
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#ifdef JA2UB
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if ( pSoldierOld->ubProfile == MORRIS_UB )
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{
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{
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INT8 bSoldierID;
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//Geta a random soldier ID
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bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam();
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//if there is any
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if( bSoldierID != -1 )
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{
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//say the MORRIS dead quote
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TacticalCharacterDialogue( &Menptr[ bSoldierID ], QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW );
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}
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}
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}
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#endif
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switch( pSoldierOld->ubProfile )
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{
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#ifdef JA2UB
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#else //Ja25: none of these characters are in the exp.
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#else //Ja25: none of these characters are in the exp.
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switch( pSoldierOld->ubProfile )
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{
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case BRENDA:
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SetFactTrue( FACT_BRENDA_DEAD );
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{
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@@ -3637,20 +3620,43 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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HandleNPCDoAction( DOREEN, NPC_ACTION_FREE_KIDS, 0 );
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}
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break;
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#endif
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#ifdef JA2UB
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#else
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// SANDRO - Check if queen bitch is dead
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case QUEEN:
|
||||
// Muhahahahaaa, QUEST COMPLETED! Give us everything!! Exp, glory, fame!
|
||||
EndQuest( QUEST_KILL_DEIDRANNA, pSoldierOld->sSectorX, pSoldierOld->sSectorY );
|
||||
break;
|
||||
#endif
|
||||
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef JA2UB
|
||||
if ( pSoldierOld->ubProfile == MORRIS_UB )
|
||||
{
|
||||
{
|
||||
INT8 bSoldierID;
|
||||
SOLDIERTYPE * pOther;
|
||||
|
||||
pOther = FindSoldierByProfileID( MORRIS_UB, FALSE );
|
||||
if ( pOther )
|
||||
{
|
||||
OBJECTTYPE Object;
|
||||
CreateItem( MORRIS_INSTRUCTION_NOTE, 100, &Object );
|
||||
AutoPlaceObject( pOther, &Object, TRUE );
|
||||
}
|
||||
|
||||
//Geta a random soldier ID
|
||||
bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam();
|
||||
|
||||
//if there is any
|
||||
if( bSoldierID != -1 )
|
||||
{
|
||||
//say the MORRIS dead quote
|
||||
TacticalCharacterDialogue( &Menptr[ bSoldierID ], QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW );
|
||||
}
|
||||
}
|
||||
}
|
||||
// Ja25no queen
|
||||
#else
|
||||
// Are we looking at the queen?
|
||||
|
||||
Reference in New Issue
Block a user