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interrogation cutscene will no longer be started if player fired all POW soldiers that were scheduled to appear there
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9089 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+36
-12
@@ -411,25 +411,49 @@ void CheckForMeanwhileOKStart( )
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return;
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return;
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}
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}
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if ( !DialogueQueueIsEmptyOrSomebodyTalkingNow( ) )
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if ( !DialogueQueueIsEmptyOrSomebodyTalkingNow( ) )
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{
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{
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return;
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return;
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}
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}
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//shadooow: prevent the interrogation meanwhile to start if the mercs were fired from team
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if (gCurrentMeanwhileDef.ubMeanwhileID == INTERROGATION)
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{
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SOLDIERTYPE *pSoldier;
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BOOLEAN fFoundSoldierToInterrogate = FALSE;
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UINT32 uiCount = 0;
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for (pSoldier = MercPtrs[gCharactersList[uiCount].usSolID]; gCharactersList[uiCount].fValid; uiCount++, pSoldier++)
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{
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if (pSoldier->sSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && pSoldier->sSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
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pSoldier->bSectorZ == 0 && pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->stats.bLife > 0 && gMercProfiles[pSoldier->ubProfile].bMercStatus != MERC_FIRED_AS_A_POW)
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{
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fFoundSoldierToInterrogate = TRUE;
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break;
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}
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}
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if (!fFoundSoldierToInterrogate)
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{
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gfMeanwhileTryingToStart = FALSE;
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ProcessImplicationsOfMeanwhile();
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UnLockPauseState();
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UnPauseGame();
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return;
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}
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}
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gfMeanwhileTryingToStart = FALSE;
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gfMeanwhileTryingToStart = FALSE;
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guiOldScreen = guiCurrentScreen;
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guiOldScreen = guiCurrentScreen;
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if ( guiCurrentScreen == GAME_SCREEN )
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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{
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LeaveTacticalScreen( GAME_SCREEN );
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LeaveTacticalScreen( GAME_SCREEN );
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}
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}
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// We need to make sure we have no item - at least in tactical
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// In mapscreen, time is paused when manipulating items...
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// We need to make sure we have no item - at least in tactical
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CancelItemPointer( );
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// In mapscreen, time is paused when manipulating items...
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CancelItemPointer( );
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BringupMeanwhileBox( );
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BringupMeanwhileBox( );
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}
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}
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