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mp fixes some more
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2187 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2051,7 +2051,7 @@ void recieveSTATE(RPCParameters *rpcParameters)
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pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
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pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
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}
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}
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if(new_state->usNewState==95)ScreenMsg( FONT_YELLOW, MSG_CHAT, L"All Bandaged.");
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//if(new_state->usNewState==95)ScreenMsg( FONT_YELLOW, MSG_CHAT, L"All Bandaged.");
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pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
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pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
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}
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}
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@@ -2316,7 +2316,7 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife;
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SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife;
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SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
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SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
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SUpdateNetworkSoldier.ubNewStance=pSoldier->ubDesiredHeight;
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SUpdateNetworkSoldier.ubNewStance= gAnimControl[ pSoldier->usAnimState ].ubEndHeight;
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if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
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if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
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@@ -2360,7 +2360,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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pSoldier->EVENT_SetSoldierDesiredDirection( SUpdateNetworkSoldier->ubDirection );
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pSoldier->EVENT_SetSoldierDesiredDirection( SUpdateNetworkSoldier->ubDirection );
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d dir %d to %d",pSoldier->ubID, pSoldier->ubDirection, SUpdateNetworkSoldier->ubDirection );
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"sync ubid:%d dir %d to %d",pSoldier->ubID, pSoldier->ubDirection, SUpdateNetworkSoldier->ubDirection );
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}
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}
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if(pSoldier->ubDesiredHeight != SUpdateNetworkSoldier->ubNewStance && pSoldier->bCollapsed != TRUE)
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if(gAnimControl[ pSoldier->usAnimState ].ubEndHeight != SUpdateNetworkSoldier->ubNewStance && pSoldier->bCollapsed != TRUE)
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{
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{
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pSoldier->ChangeSoldierStance( SUpdateNetworkSoldier->ubNewStance );
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pSoldier->ChangeSoldierStance( SUpdateNetworkSoldier->ubNewStance );
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"update stance");
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//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"update stance");
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