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https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
To make it easier to search for dialogue and understand what a line is supposed to mean, changed a few dialogue enums.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8503 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -586,15 +586,15 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
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if ( fUnhappy )
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{
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if( i == 0 )
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usReasonQuote = QUOTE_HATE_MERC_1_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_HATED_1_ON_TEAM_WONT_RENEW;
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else if( i == 1 )
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usReasonQuote = QUOTE_HATE_MERC_2_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_HATED_2_ON_TEAM_WONT_RENEW;
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else if( i == 2 )
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usReasonQuote = QUOTE_HATE_MERC_3_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_HATED_3_ON_TEAM_WONT_RENEW;
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else if( i == 3 )
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usReasonQuote = QUOTE_HATE_MERC_4_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_HATED_4_ON_TEAM_WONT_RENEW;
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else if( i == 4 )
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usReasonQuote = QUOTE_HATE_MERC_5_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_HATED_5_ON_TEAM_WONT_RENEW;
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// use first hated in case there are multiple
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break;
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}
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@@ -615,9 +615,9 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
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{
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// our tolerance has run out!
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fUnhappy = TRUE;
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usReasonQuote = QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW;
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}
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}
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else if ( gMercProfiles[ pSoldier->ubProfile ].bLearnToHateCount <= gMercProfiles[ pSoldier->ubProfile ].bLearnToHateTime / 2 )
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{
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pHated = FindSoldierByProfileID( bMercID, TRUE );
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@@ -626,7 +626,7 @@ BOOLEAN WillMercRenew( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote )
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pHated->bSectorZ == pSoldier->bSectorZ )
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{
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fUnhappy = TRUE;
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usReasonQuote = QUOTE_LEARNED_TO_HATE_MERC_1_ON_TEAM_WONT_RENEW;
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usReasonQuote = QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW;
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}
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}
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}
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@@ -1010,32 +1010,32 @@ void UpdateBuddyAndHatedCounters( void )
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// complain!
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if (iLoop == 0)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
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}
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else if (iLoop == 1)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
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}
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else if (iLoop == 2)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
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}
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else if (iLoop == 3)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
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}
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else if (iLoop == 4)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
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}
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StopTimeCompression();
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}
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@@ -1047,23 +1047,23 @@ void UpdateBuddyAndHatedCounters( void )
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// MERC mercs leave now!
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if (iLoop == 0)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED1 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_1 );
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}
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else if (iLoop == 1)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED2 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_2 );
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}
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else if (iLoop == 2)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED3 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_3 );
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}
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else if (iLoop == 3)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED4 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_4 );
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}
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else if (iLoop == 4)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED5 );
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_HATED_5 );
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}
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// Leave now! ( handle equipment too )....
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@@ -1076,32 +1076,32 @@ void UpdateBuddyAndHatedCounters( void )
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// complain!
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if (iLoop == 0)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
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}
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else if (iLoop == 1)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
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}
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else if (iLoop == 2)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
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}
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else if (iLoop == 3)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
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}
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else if (iLoop == 4)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
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}
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pProfile->ubTimeTillNextHatedComplaint = TIME_BETWEEN_HATED_COMPLAINTS - 1;
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}
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@@ -1129,32 +1129,32 @@ void UpdateBuddyAndHatedCounters( void )
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// complain!
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if (iLoop == 0)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_ONE );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_1 );
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}
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else if (iLoop == 1)
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_MERC_TWO );
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TacticalCharacterDialogue( pSoldier, QUOTE_HATED_2 );
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}
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else if (iLoop == 2)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_3 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_THREE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_3 );
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}
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else if (iLoop == 3)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_4 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FOUR );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_4 );
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}
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else if (iLoop == 4)
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{
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_AIM_HATED_5 );
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else
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_MERC_FIVE );
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TacticalCharacterDialogue( pSoldier, QUOTE_NON_AIM_HATED_5 );
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}
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}
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}
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@@ -121,32 +121,32 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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{
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case 0:
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// buddy #1 died!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_ONE_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_1_KILLED );
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break;
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case 1:
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// buddy #2 died!
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_TWO_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_BUDDY_2_KILLED );
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break;
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case 2:
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// buddy #3 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_THREE_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_3_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_THREE_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_3_KILLED );
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break;
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case 3:
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// buddy #4 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FOUR_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_4_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FOUR_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_4_KILLED );
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break;
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case 4:
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// buddy #5 died!
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if( pTeamSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_FIVE_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_AIM_BUDDY_5_KILLED );
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else
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_FIVE_KILLED );
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_NON_AIM_BUDDY_5_KILLED );
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break;
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case 5:
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// learn to like buddy died!
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