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Fix: when failing to apply a gasmask to another soldier, the message still states success
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8841 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -22327,6 +22327,10 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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success = PlaceObject( pSoldier, HEAD2POS, pObj );
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success = PlaceObject( pSoldier, HEAD2POS, pObj );
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}
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}
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}
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}
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else
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{
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success = FALSE;
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}
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}
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}
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else if ( Item[usItem].usItemClass == IC_BOMB )
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else if ( Item[usItem].usItemClass == IC_BOMB )
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{
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{
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@@ -22343,7 +22347,11 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
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if ( !success )
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if ( !success )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_COULD_NOT_APPLY ], this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[ MSG113_COULD_NOT_APPLY ], this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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else
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_X_APPLY_Y_TO_Z], this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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this->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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this->DoMercBattleSound( BATTLE_SOUND_COOL1 );
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}
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}
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}
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else
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else
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{
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{
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@@ -22496,7 +22504,7 @@ void SOLDIERTYPE::EVENT_SoldierApplySplintToPerson( INT32 sGridNo, UINT8 ubDirec
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DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT );
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DeductPoints( this, GetAPsToApplyItem( this, sGridNo ), APBPConstants[BP_APPLYITEM], AFTERACTION_INTERRUPT );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_X_APPLY_Y_TO_Z], this->GetName(), Item[usItem].szItemName, pSoldier->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_X_APPLY_Y_TO_Z], this->GetName(), Item[usItem].szLongItemName, pSoldier->GetName() );
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if ( !is_networked )
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if ( !is_networked )
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0, FALSE );
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this->EVENT_InitNewSoldierAnim( CUTTING_FENCE, 0, FALSE );
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