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****************************************************************************
** Merged Source Code from Development trunk, for the Spring 2011 Release ** **************************************************************************** o Development Trunk (Revision: 4444): https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP o This trunk (the official 1.13 source trunk) will only be used for fixing bugs. No new features will be added here. New Features are only included in the Development trunk o !!! After we have fixed a bug here in this trunk, we should MANUALLY merge the bugfix in the development trunk !!! git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4446 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2928,13 +2928,16 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
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// Are we in Omerta!
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if ( sSectorX == gWorldSectorX && gWorldSectorX == 9 && sSectorY == gWorldSectorY && gWorldSectorY == 1 && bSectorZ == gbWorldSectorZ && gbWorldSectorZ == 0 )
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{
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// TODO.WANNE: Hardcoded grid number
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// Try another location and walk into map
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pSoldier->sInsertionGridNo = 4379;//dnl!!!
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}
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else
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{
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
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//pSoldier->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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//pSoldier->sInsertionGridNo = gMapInformation.sNorthGridNo;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->sInsertionGridNo = gGameExternalOptions.iInitialMercArrivalLocation;
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}
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break;
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case INSERTION_CODE_CHOPPER:
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@@ -2945,6 +2948,7 @@ void UpdateMercInSector( SOLDIERTYPE *pSoldier, INT16 sSectorX, INT16 sSectorY,
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return;
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break;
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default:
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// TODO.WANNE: Hardcoded grid number
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pSoldier->sInsertionGridNo = 12880;//dnl!!!
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "Improper insertion code %d given to UpdateMercsInSector", pSoldier->ubStrategicInsertionCode ) );
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break;
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@@ -3705,8 +3709,16 @@ BEGINNING_LOOP:
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{
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if ( !OK_CONTROLLABLE_MERC( curr->pSoldier ) )
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{
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RemoveCharacterFromSquads( curr->pSoldier );
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goto BEGINNING_LOOP;
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if(OK_CONTROL_MERC(curr->pSoldier) && curr->pSoldier->bAssignment == VEHICLE && pGroup->fVehicle)
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{
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//CHRISL: passengers in a vehicle movement group will not pass the OK_CONTROLLABLE_MERC check because their assignment is not "ON_DUTY".
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// The above conditions should allow passengers in a vehicle movement group to remain in the group.
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}
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else
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{
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RemoveCharacterFromSquads( curr->pSoldier );
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goto BEGINNING_LOOP;
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}
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}
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curr = curr->next;
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}
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