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Multiplayer Bugfix:
- Fixed problems after hosting game in strategy screen (crashes, options not clickable, ...) o The problems seems to be the reworked taunts initialization from revision 6640. I did not trace down the exact problem, but taunts should anyway be disabled in a multiplayer game o Now taunts are disabled in a multiplayer game which fixes the above problems git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6648 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1017,7 +1017,10 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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}
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}
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#endif
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#endif
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// WANNE: Only in a singleplayer game...
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// Externalised taunts
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// Externalised taunts
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if (!is_networked)
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{
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GETFILESTRUCT FileInfo;
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GETFILESTRUCT FileInfo;
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char tauntFileNamePattern[MAX_PATH];
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char tauntFileNamePattern[MAX_PATH];
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strcpy(tauntFileNamePattern, directoryName);
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strcpy(tauntFileNamePattern, directoryName);
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@@ -1053,6 +1056,7 @@ BOOLEAN LoadExternalGameplayData(STR directoryName)
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}
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}
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GetFileClose(&FileInfo);
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GetFileClose(&FileInfo);
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}
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}
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}
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// IMP Portraits List by Jazz
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// IMP Portraits List by Jazz
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strcpy(fileName, directoryName);
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strcpy(fileName, directoryName);
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@@ -1049,6 +1049,9 @@ BOOLEAN LoadCivQuotesFromLoadGameFile( HWFILE hFile )
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// anv: start enemy taunt with probabilty depending on taunt settings
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// anv: start enemy taunt with probabilty depending on taunt settings
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void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
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void PossiblyStartEnemyTaunt( SOLDIERTYPE *pCiv, TAUNTTYPE iTauntType, SOLDIERTYPE *pTarget )
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{
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{
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if (is_networked) // No taunts in multiplayer
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return;
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// taunts disabled?
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// taunts disabled?
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if( gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == FALSE )
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if( gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == FALSE )
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{
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{
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@@ -1708,6 +1708,9 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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case AI_ACTION_LEAVE_WATER_GAS: // seek nearest spot of ungassed land
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case AI_ACTION_LEAVE_WATER_GAS: // seek nearest spot of ungassed land
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case AI_ACTION_SEEK_NOISE: // seek most important noise heard
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case AI_ACTION_SEEK_NOISE: // seek most important noise heard
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case AI_ACTION_RUN_AWAY: // run away from nearby opponent(s)
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case AI_ACTION_RUN_AWAY: // run away from nearby opponent(s)
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if (!is_networked)
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{
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// SANDRO - ENEMY TAUNTS
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// SANDRO - ENEMY TAUNTS
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if (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == TRUE &&
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if (gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == TRUE &&
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( ( pSoldier->bTeam == ENEMY_TEAM && SOLDIER_CLASS_ENEMY( pSoldier->ubSoldierClass ) && pSoldier->bVisible != -1 ) ||
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( ( pSoldier->bTeam == ENEMY_TEAM && SOLDIER_CLASS_ENEMY( pSoldier->ubSoldierClass ) && pSoldier->bVisible != -1 ) ||
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@@ -1726,6 +1729,7 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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}
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}
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#endif
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#endif
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}
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}
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}
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case AI_ACTION_APPROACH_MERC: // walk up to someone to talk
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case AI_ACTION_APPROACH_MERC: // walk up to someone to talk
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case AI_ACTION_TRACK: // track by ground scent
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case AI_ACTION_TRACK: // track by ground scent
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case AI_ACTION_EAT: // monster approaching corpse
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case AI_ACTION_EAT: // monster approaching corpse
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@@ -1955,11 +1959,14 @@ INT8 ExecuteAction(SOLDIERTYPE *pSoldier)
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}
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}
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// CC, ATE here - I put in some TEMP randomness...
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// CC, ATE here - I put in some TEMP randomness...
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if (!is_networked)
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{
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if ( Random( 50 ) == 0 && gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == FALSE &&
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if ( Random( 50 ) == 0 && gGameSettings.fOptions[TOPTION_ALLOW_TAUNTS] == FALSE &&
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IS_MERC_BODY_TYPE( pSoldier ) && pSoldier->ubProfile == NO_PROFILE && pSoldier->bVisible != -1)
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IS_MERC_BODY_TYPE( pSoldier ) && pSoldier->ubProfile == NO_PROFILE && pSoldier->bVisible != -1)
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{
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{
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StartCivQuote( pSoldier );
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StartCivQuote( pSoldier );
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}
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}
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}
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#ifdef RECORDNET
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#ifdef RECORDNET
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fprintf(NetDebugFile,"\tExecuteAction: %d calling HandleItem(), inHand %d, actionData %d, anitype %d, oldani %d\n",
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fprintf(NetDebugFile,"\tExecuteAction: %d calling HandleItem(), inHand %d, actionData %d, anitype %d, oldani %d\n",
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pSoldier->ubID,pSoldier->inv[HANDPOS].item,pSoldier->aiData.usActionData,pSoldier->anitype[pSoldier->anim],pSoldier->oldani);
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pSoldier->ubID,pSoldier->inv[HANDPOS].item,pSoldier->aiData.usActionData,pSoldier->anitype[pSoldier->anim],pSoldier->oldani);
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