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If a person kills someone on the same side, they curse instead of laugh.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7720 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3724,6 +3724,11 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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TacticalCharacterDialogue( pKillerSoldier, QUOTE_SATISFACTION_WITH_GUN_AFTER_KILL );
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pKillerSoldier->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_LIKESGUN;
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}
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else if ( pKillerSoldier->bSide == pKilledSoldier->bSide )
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{
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// if the attacker was from the same side, play a curse
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pKillerSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_CURSE1) );
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}
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else
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// Randomize between laugh, quote...
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{
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@@ -3896,7 +3901,11 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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// We were a visible enemy, say laugh!
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if ( Random(3) == 0 && !CREATURE_OR_BLOODCAT( MercPtrs[ ubAttacker ] ) )
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{
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MercPtrs[ ubAttacker ]->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
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// if the attacker was from the same team, play a curse, otherwise play a laugh
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if ( MercPtrs[ubAttacker]->bSide == pSoldier->bSide )
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MercPtrs[ubAttacker]->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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else
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MercPtrs[ ubAttacker ]->DoMercBattleSound( BATTLE_SOUND_LAUGH1 );
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}
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}
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}
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