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Fix: merc dying in different sector than we are in currently will now properly spawn items into sector inventory and game will show the red colored message about him dying.
todo: if merc dies off screen, his body/corpse disappears git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9038 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -80,6 +80,12 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
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//if the soldier HAS a profile
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//if the soldier HAS a profile
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if( pSoldier->ubProfile != NO_PROFILE )
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if( pSoldier->ubProfile != NO_PROFILE )
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{
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{
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//shadooow: moved here so the "merc is dead" message appears before "history log changed" which is what happens in tactical
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if (guiCurrentScreen != GAME_SCREEN || !pSoldier->bInSector)
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{
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ScreenMsg(FONT_RED, MSG_INTERFACE, pMercDeadString[0], pSoldier->name);
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}
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//add to the history log the fact that the merc died and the circumstances
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//add to the history log the fact that the merc died and the circumstances
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if( pSoldier->ubAttackerID != NOBODY )
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if( pSoldier->ubAttackerID != NOBODY )
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{
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{
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@@ -109,11 +115,6 @@ void StrategicHandlePlayerTeamMercDeath( SOLDIERTYPE *pSoldier )
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}
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}
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}
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}
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if ( guiCurrentScreen != GAME_SCREEN )
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{
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ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldier->name );
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}
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// robot and EPCs don't count against death rate - the mercs back home don't particularly give a damn about locals & machines!
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// robot and EPCs don't count against death rate - the mercs back home don't particularly give a damn about locals & machines!
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if ( !AM_AN_EPC( pSoldier ) && !AM_A_ROBOT( pSoldier ) )
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if ( !AM_AN_EPC( pSoldier ) && !AM_A_ROBOT( pSoldier ) )
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{
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{
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@@ -46,7 +46,7 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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}
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}
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// if not in mapscreen
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// if not in mapscreen
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if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && pSoldier->bInSector)
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{
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{
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// ATE; At least make them dead!
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// ATE; At least make them dead!
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if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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if( ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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