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Fix: wrong sound played
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8505 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4626,7 +4626,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS || pTarget->uiFlags & CELL_CREATURE )
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{
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if( gpAR->fSound )
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pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) );
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pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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}
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if( !(pTarget->uiFlags & CELL_CREATURE) && iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE )
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{
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@@ -4844,7 +4844,7 @@ void TargetHitCallback( SOLDIERCELL *pTarget, INT32 index )
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if( pTarget->pSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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if( gpAR->fSound )
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pTarget->pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + PreRandom( 2 ) ) );
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pTarget->pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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}
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if( iNewLife < OKLIFE && pTarget->pSoldier->stats.bLife >= OKLIFE )
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@@ -1586,7 +1586,7 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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return FALSE;
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if (pSoldier->stats.bLife < OKLIFE && usQuoteNum != QUOTE_SERIOUSLY_WOUNDED )
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return( FALSE );
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return( FALSE );
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_GASSED )
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return( FALSE );
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@@ -1636,7 +1636,8 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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//Replace with me too....
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usQuoteNum = QUOTE_ME_TOO;
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}
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gubLogForMeTooBleeds++;
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++gubLogForMeTooBleeds;
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}
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}
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@@ -3439,15 +3440,13 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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INT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID;
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// Loop through all our guys and randomly say one from someone in our sector
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// set up soldier ptr as first element in mercptrs list
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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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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && PythSpacesAway( sGridNo, pTeamSoldier->sGridNo ) < bDistance && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep &&
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@@ -3465,7 +3464,7 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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}
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubNumMercs++;
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++ubNumMercs;
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}
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}
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@@ -3475,7 +3474,6 @@ void SayQuote58FromNearbyMercInSector( INT32 sGridNo, INT8 bDistance, UINT16 usQ
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], usQuoteNum );
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}
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}
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@@ -3439,7 +3439,7 @@ BOOLEAN ShouldMercSayHappyWithGunQuote( SOLDIERTYPE *pSoldier )
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if ( Weapon[ pSoldier->usAttackingWeapon ].ubDeadliness > MIN_DEADLINESS_FOR_LIKE_GUN_QUOTE )
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{
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// 20 % chance?
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if ( Random( 100 ) < 20 )
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if ( Chance( 20 ) )
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{
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return( TRUE );
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}
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@@ -3768,15 +3768,12 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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// Buddy witnessed?
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SayBuddyWitnessedQuoteFromKill( pKillerSoldier, sGridNo, bLevel );
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}
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}
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}
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}
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}
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BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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{
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BOOLEAN fBuddyJustDead = FALSE;
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@@ -6161,7 +6161,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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}
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else
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{
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this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
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this->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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}
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}
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}
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@@ -6685,14 +6685,14 @@ void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16
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{
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if ( sRange >= 2 && sRange <= 4 )
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{
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pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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pSoldier->EVENT_InitNewSoldierAnim( CHARIOTS_OF_FIRE, 0, FALSE );
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return;
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}
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else if ( sRange <= 1 )
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{
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pSoldier->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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pSoldier->EVENT_InitNewSoldierAnim( BODYEXPLODING, 0, FALSE );
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return;
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@@ -21598,7 +21598,7 @@ void SOLDIERTYPE::HandleSoldierTakeDamageFeedback( void )
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{
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this->uiTimeSinceLastBleedGrunt = GetJA2Clock( );
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this->DoMercBattleSound( (INT8)(BATTLE_SOUND_HIT1 + Random( 2 )) );
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this->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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}
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}
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@@ -2154,7 +2154,7 @@ BOOLEAN DishOutGasDamage( SOLDIERTYPE * pSoldier, EXPLOSIVETYPE * pExplosive, IN
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if ( pSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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pSoldier->DoMercBattleSound( (INT8)( BATTLE_SOUND_HIT1 + Random( 2 ) ) );
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pSoldier->DoMercBattleSound( BATTLE_SOUND_HIT1 );
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}
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if ( ubOwner != NOBODY && MercPtrs[ ubOwner ]->bTeam == gbPlayerNum && pSoldier->bTeam != gbPlayerNum )
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