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Merged from revision: 7262
Fixes (by anv) - fix: comparison feature would sometimes show comparison with empty sector inventory slots, - fix: enemy taunts aimed at NOBODY could cause out of range, - fix: list of boxers fought per day is properly reset when fight club reopens, - fix: Van Haussen won't offer a fight or accept bets if all boxers are dead (even if our mercs stand on corpses), - fix: boxing opponents won't try to call reinforcements any more. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7263 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5944,30 +5944,30 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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}
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}
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DecayIndividualOpplist( this );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, ubAttackerID );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, ubAttackerID );
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break;
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case FIRE_WEAPON_BLINDED:
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_BLINDED, ubAttackerID );
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break;
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case FIRE_WEAPON_DEAFENED:
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Soldier is deafened" );
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this->bDeafenedCounter = bDeafValue;
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_DEAFENED, ubAttackerID );
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break;
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};
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if ( usWeaponIndex == STRUCTURE_EXPLOSION )
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{
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ubReason = TAKE_DAMAGE_STRUCTURE_EXPLOSION;
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_STRUCTURE_EXPLOSION, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_STRUCTURE_EXPLOSION, ubAttackerID );
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}
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else
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{
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ubReason = TAKE_DAMAGE_EXPLOSION;
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, MercPtrs[ubAttackerID]);
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, ubAttackerID );
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}
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}
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else
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@@ -6297,13 +6297,13 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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SoldierGotHitGunFire( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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if( Item[ usWeaponIndex ].usItemClass & IC_GUN )
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{
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_GUNFIRE, MercPtrs[ubAttackerID] );
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PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_GUNFIRE, this );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_GUNFIRE, ubAttackerID );
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PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_GUNFIRE, this->ubID );
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}
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else
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{
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_THROWING_KNIFE, MercPtrs[ubAttackerID] );
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PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_THROWING_KNIFE, this );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_THROWING_KNIFE, ubAttackerID );
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PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_THROWING_KNIFE, this->ubID );
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}
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}
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if ( Item[ usWeaponIndex ].usItemClass & IC_BLADE )
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@@ -6317,12 +6317,12 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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SoldierGotHitExplosion( this, usWeaponIndex, sDamage, bDirection, sRange, ubAttackerID, ubSpecial, ubHitLocation );
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if( Item[ usWeaponIndex ].usItemClass & IC_EXPLOSV || ubReason == TAKE_DAMAGE_EXPLOSION )
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{
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, MercPtrs[ubAttackerID] );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_EXPLOSION, ubAttackerID );
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//PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_EXPLOSION, this );
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}
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else if(Item[ usWeaponIndex ].usItemClass & IC_TENTACLES)
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{
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_TENTACLES, MercPtrs[ubAttackerID] );
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PossiblyStartEnemyTaunt( this, TAUNT_GOT_HIT_TENTACLES, ubAttackerID );
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//PossiblyStartEnemyTaunt( MercPtrs[ubAttackerID], TAUNT_HIT_TENTACLES, this );
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}
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}
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