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synced 2026-07-29 13:52:17 +02:00
added sync for bandaging anim and ability to heal other teams
add names to end turn dialog. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2182 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2510,7 +2510,8 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
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SChangeState.sXPos = this->sX;
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SChangeState.sYPos = this->sY;
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SChangeState.fForce = fForce;
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SChangeState.uiUniqueId = this->uiUniqueSoldierIdValue;
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SChangeState.usNewDirection = this->ubDirection;
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//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
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if(is_server && this->ubID < 120)
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@@ -6087,7 +6088,9 @@ void SOLDIERTYPE::SoldierGotoStationaryStance( void )
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}
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else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 )
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{
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this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
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else this->ChangeSoldierState( GIVING_AID, 0, 0 );
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}
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else
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{
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@@ -10631,7 +10634,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection )
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//else
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{
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// CHANGE TO ANIMATION
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this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
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else this->ChangeSoldierState( START_AID, 0, 0 );
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}
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// SET TARGET GRIDNO
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@@ -10873,6 +10878,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
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// DEXTERITY GAIN (actual / 6): Helped someone by giving first aid
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StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE);
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}
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if(is_networked && pVictim->ubID > 19)send_heal(pVictim);
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return( uiMedcost );
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}
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@@ -10908,7 +10914,8 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
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// don't use end aid animation in autobandage
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if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim )
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{
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pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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if(!is_networked)pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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else pTSoldier->ChangeSoldierState( END_AID, 0, 0 );
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}
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}
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@@ -10953,7 +10960,8 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
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if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim )
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{
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// don't use end aid animation in autobandage
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this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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else this->ChangeSoldierState( END_AID, 0, 0 );
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}
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}
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}
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