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Award exp to mercs who prep a mission, regardless of whether they succeed or not
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@@ -4339,8 +4339,9 @@ void HandleStrategicEvent(const UINT32 eventParam)
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{
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{
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SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
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SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
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// rftr todo: tell the player that the mission has started. popupbox or screenmsg?
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// mission successful! give some experience pts
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// rftr todo: mission successful! give some experience pts
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StatChange(pSoldier, LDRAMT, 20, FROM_SUCCESS);
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StatChange(pSoldier, WISDOMAMT, 15, FROM_SUCCESS);
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pSoldier->bSectorZ -= REBEL_COMMAND_Z_OFFSET;
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pSoldier->bSectorZ -= REBEL_COMMAND_Z_OFFSET;
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pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
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pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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@@ -4348,12 +4349,20 @@ void HandleStrategicEvent(const UINT32 eventParam)
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AddCharacterToAnySquad(pSoldier);
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AddCharacterToAnySquad(pSoldier);
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}
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}
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// rftr todo: tell the player that the mission has started. popupbox or screenmsg?
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missionMap.insert(std::make_pair(mission, activatedMissionParam));
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missionMap.insert(std::make_pair(mission, activatedMissionParam));
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}
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}
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}
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}
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else
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else
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{
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{
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// rftr todo: tell the player that the mission prep failed. some popup box blurb or somesuch.
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// rftr todo: tell the player that the mission prep failed. some popup box blurb or somesuch.
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if (!evt1.sentGenericRebelAgent)
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{
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// mission failed! we tried, have some pity exp
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SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
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StatChange(pSoldier, LDRAMT, 20, FROM_FAILURE);
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StatChange(pSoldier, WISDOMAMT, 15, FROM_FAILURE);
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}
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}
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}
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}
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}
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else if (evt2.isSecondEvent)
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else if (evt2.isSecondEvent)
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