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New ammotype: cryo ammo deals no damage, but freezes a soldier for two turns (stackable effect). A frozen soldier cannot perform actions, and has drastically lowered damage resistance. For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22926&start=0&
Requires GameDir >= r2284. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8034 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1476,28 +1476,25 @@ BOOLEAN GetSnitchDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, UINT32 iData
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BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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{
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if ( pSoldier->ubProfile == NO_PROFILE )
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{
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return( FALSE );
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}
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if (pSoldier->stats.bLife < CONSCIOUSNESS )
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return( FALSE );
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return( FALSE );
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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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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if ( (AM_A_ROBOT( pSoldier )) )
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{
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return( FALSE );
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}
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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->bAssignment == ASSIGNMENT_POW )
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{
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return( FALSE );
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}
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return( CharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, TRUE ) );
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}
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@@ -1513,11 +1510,13 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEvent( SOLDIERTYPE *pSoldier, UINT16
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if ( uiFlag != DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND && uiData1 != BATTLE_SOUND_DIE1 )
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{
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if (pSoldier->stats.bLife < CONSCIOUSNESS )
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return( FALSE );
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return( FALSE );
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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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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}
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return( CharacterDialogueWithSpecialEvent( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, FALSE, uiFlag, uiData1, uiData2 ) );
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@@ -1533,7 +1532,10 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT
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if ( uiFlag != DIALOGUE_SPECIAL_EVENT_DO_BATTLE_SND && uiData1 != BATTLE_SOUND_DIE1 )
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{
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if (pSoldier->stats.bLife < CONSCIOUSNESS )
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return( FALSE );
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return( FALSE );
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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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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@@ -1578,7 +1580,10 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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}
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#endif
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if (pSoldier->stats.bLife < CONSCIOUSNESS )
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return( FALSE );
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return( FALSE );
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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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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@@ -1931,6 +1936,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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return( FALSE );
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}
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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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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