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- New: Additional battlesounds can be used - simply increase the numbering after a sound (xxx_LAUGH, xxx_LAUGH2, xxx_LAUGH3...)
- Fix: CHANCE_SAY_ANNOYING_PHRASE causes non-low morale battle sounds not to be played when they should git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8504 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -186,8 +186,7 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
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// Start victory music here...
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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if ( pKillerSoldier )
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{
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TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
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@@ -199,7 +198,7 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt,pTeamSoldier++ )
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{
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if ( cnt != ubKillerSoldierID )
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{
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@@ -223,7 +222,6 @@ void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLev
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// AFTER LAST ONE IS DONE - PUT SPECIAL EVENT ON QUEUE TO BEGIN FADE< ETC
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA, 0,0,0,0 );
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}
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void DoneFadeInKilledQueen( void )
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