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wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -895,7 +895,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
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// Do we have a quote for locked stuff?
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// Now just show on message bar
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
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//ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() );
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#ifdef JA2UB
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//If this is the tunnel sector, and the merc failed opening the fence door, play a quote
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@@ -1006,7 +1006,7 @@ BOOLEAN HandleOpenableStruct( SOLDIERTYPE *pSoldier, INT32 sGridNo, STRUCTURE *p
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pSoldier->ChangeSoldierState( GetAnimStateForInteraction( pSoldier, fDoor, END_OPEN_LOCKED_DOOR ), 0, FALSE );
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// Do we have a quote for locked stuff?
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// Now just show on message bar
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ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->name );
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ScreenMsg( MSG_FONT_YELLOW, MSG_INTERFACE, TacticalStr[ DOOR_NOT_PROPER_KEY_STR ], pSoldier->GetName() );
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// Update perceived lock value
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UpdateDoorPerceivedValue( pDoor );
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