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- removed compile warnings
- Fix: sometimes, capturing the last enemy did not end combat as it should - code change: POW are no longer considered visible opponents. This avoids the error of incorrect sight counters (a bit similar to dying enemies) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5752 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -16326,6 +16326,9 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
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// arrest this guy
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pSoldier->bSoldierFlagMask |= SOLDIER_POW;
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// Remove as target
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RemoveManAsTarget( pSoldier );
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// move the items in his hands to the floor and move our handcuff into his hands
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if ( pSoldier->inv[ HANDPOS ].exists() == true && !( pSoldier->inv[ HANDPOS ].fFlags & OBJECT_UNDROPPABLE ))
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{
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@@ -16381,6 +16384,9 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
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StatChange( this, EXPERAMT, 2, TRUE );
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DeductPoints( this, GetAPsToHandcuff( this, sGridNo ), 0, AFTERACTION_INTERRUPT );
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// this might have been the last guy...
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CheckForEndOfBattle( FALSE );
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}
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else
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{
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