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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Properly reset merc assignment when mission prep completes, regardless of success or failure
Fix use of merc profile id in first mission event param
This commit is contained in:
+70
-37
@@ -2664,7 +2664,7 @@ void StartMission(INT8 index)
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}
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else
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{
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MissionHelpers::missionParam = SerialiseMissionFirstEvent(FALSE, agentIndex[index], static_cast<RebelCommandAgentMissions>(rebelCommandSaveInfo.availableMissions[index]), missionDuration, static_cast<UINT8>(extraBits));
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MissionHelpers::missionParam = SerialiseMissionFirstEvent(FALSE, mercs[agentIndex[index]]->ubProfile, static_cast<RebelCommandAgentMissions>(rebelCommandSaveInfo.availableMissions[index]), missionDuration, static_cast<UINT8>(extraBits));
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if (merc->bSex == MALE)
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swprintf(text, L"%s Send %s to prepare this mission? He will return in 24 hours.", text, merc->zNickname);
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else
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@@ -2679,14 +2679,20 @@ void StartMission(INT8 index)
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if (!evt.sentGenericRebelAgent)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[evt.mercProfileId];
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TakeSoldierOutOfVehicle(pSoldier);
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RemoveCharacterFromSquads(pSoldier);
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pSoldier->bSectorZ += REBEL_COMMAND_Z_OFFSET;
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pSoldier->bBleeding = 0;
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SetTimeOfAssignmentChangeForMerc(pSoldier);
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ChangeSoldiersAssignment(pSoldier, ASSIGNMENT_REBELCOMMAND);
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt.mercProfileId)
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{
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TakeSoldierOutOfVehicle(pSoldier);
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RemoveCharacterFromSquads(pSoldier);
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pSoldier->bSectorZ += REBEL_COMMAND_Z_OFFSET;
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pSoldier->bBleeding = 0;
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SetTimeOfAssignmentChangeForMerc(pSoldier);
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ChangeSoldiersAssignment(pSoldier, ASSIGNMENT_REBELCOMMAND);
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break;
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}
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}
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}
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// disable missions until next refresh
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@@ -4316,24 +4322,24 @@ void HandleStrategicEvent(const UINT32 eventParam)
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// mission prep is over. see if we can activate the mission
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missionMap.erase(static_cast<RebelCommandAgentMissions>(evt1.missionId));
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// make sure the merc's still on our team
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BOOLEAN foundMerc = FALSE;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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const SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId && pSoldier->bActive)
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{
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foundMerc = TRUE;
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break;
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}
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}
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if (evt1.isMissionSuccess)
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{
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const RebelCommandAgentMissions mission = static_cast<RebelCommandAgentMissions>(evt1.missionId);
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const MERCPROFILESTRUCT merc = gMercProfiles[evt1.mercProfileId];
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// make sure the merc's still on our team
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BOOLEAN foundMerc = FALSE;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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const SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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foundMerc = TRUE;
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break;
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}
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}
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if (!foundMerc)
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goto MissionFailed_MercNoLongerOnTeam;
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@@ -4377,16 +4383,17 @@ void HandleStrategicEvent(const UINT32 eventParam)
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if (!evt1.sentGenericRebelAgent)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[evt1.mercProfileId];
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// 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->ubInsertionDirection = DIRECTION_IRRELEVANT;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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AssignmentDone(pSoldier, TRUE, FALSE);
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AddCharacterToAnySquad(pSoldier);
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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// 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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break;
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}
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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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@@ -4399,12 +4406,19 @@ void HandleStrategicEvent(const UINT32 eventParam)
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else
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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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if (!evt1.sentGenericRebelAgent)
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if (!evt1.sentGenericRebelAgent && foundMerc)
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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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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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// mission failed! we tried, give some pity exp
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StatChange(pSoldier, LDRAMT, 20, FROM_FAILURE);
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StatChange(pSoldier, WISDOMAMT, 15, FROM_FAILURE);
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break;
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}
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}
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}
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MissionFailed_MercNoLongerOnTeam:
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@@ -4412,6 +4426,25 @@ void HandleStrategicEvent(const UINT32 eventParam)
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swprintf(screenMsgText, L"Preparations for mission \"%s\" failed.", szRebelCommandAgentMissionsText[evt1.missionId * 2]);
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ScreenMsg(FONT_MCOLOR_RED, MSG_INTERFACE, screenMsgText);
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}
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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{
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// merc ready for reassignment
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pSoldier->bSectorZ -= REBEL_COMMAND_Z_OFFSET;
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pSoldier->ubInsertionDirection = DIRECTION_IRRELEVANT;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_CENTER;
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AssignmentDone(pSoldier, TRUE, FALSE);
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AddCharacterToAnySquad(pSoldier);
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break;
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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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{
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