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- To make it easier to search for dialogue and understand what a line is supposed to mean, changed a few dialogue enums.
- Merged IsMercOnTeam...(...) functions into one - Fix: during hiring, AIM mercs only complained about their hated ones if these were already in the country, thus ignoring other mercs in transit git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8512 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3217,7 +3217,7 @@ BOOLEAN CanMercBeHired()
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continue;
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}
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if( IsMercOnTeamAndInOmertaAlready( bMercID ) )
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if( IsMercOnTeam( bMercID, TRUE, FALSE ) )
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{
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//if the merc hates someone on the team, see if a buddy is on the team
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for ( UINT8 j = 0; j< NUMBER_HATED_MERCS_ONTEAM; ++j )
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@@ -3239,7 +3239,7 @@ BOOLEAN CanMercBeHired()
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if( bMercID < 0 )
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continue;
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if( IsMercOnTeam( bMercID ) && !IsMercDead( bMercID ) )
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if( IsMercOnTeam( bMercID, FALSE, FALSE ) && !IsMercDead( bMercID ) )
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{
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if ( j == 0 )
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{
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@@ -3282,7 +3282,7 @@ BOOLEAN CanMercBeHired()
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}
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else
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{
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_HATED_1 );
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_HATED_1_ON_TEAM_LONGTIMETOHATE );
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fRetVal = TRUE;
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}
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}
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@@ -3296,8 +3296,8 @@ BOOLEAN CanMercBeHired()
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}
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else
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{
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_HATED_2 );
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// DelayMercSpeech( gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_MERC_2, 750, TRUE, FALSE );
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_HATED_2_ON_TEAM_LONGTIMETOHATE );
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// DelayMercSpeech( gbCurrentSoldier, QUOTE_HATED_2_ON_TEAM_LONGTIMETOHATE, 750, TRUE, FALSE );
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fRetVal = TRUE;
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}
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}
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@@ -3311,7 +3311,7 @@ BOOLEAN CanMercBeHired()
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}
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else
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{
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_HATED_3 );
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_HATED_3_ON_TEAM_LONGTIMETOHATE );
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fRetVal = TRUE;
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}
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}
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@@ -3325,7 +3325,7 @@ BOOLEAN CanMercBeHired()
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}
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else
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{
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_HATED_4 );
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_HATED_4_ON_TEAM_LONGTIMETOHATE );
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fRetVal = TRUE;
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}
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}
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@@ -3339,7 +3339,7 @@ BOOLEAN CanMercBeHired()
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}
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else
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{
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_PERSONALITY_BIAS_WITH_HATED_5 );
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InitVideoFaceTalking(gbCurrentSoldier, QUOTE_HATED_5_ON_TEAM_LONGTIMETOHATE );
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fRetVal = TRUE;
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}
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}
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@@ -204,7 +204,7 @@ INT32 GetNumberOfHiredMercs()
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usMercID = GetMercIDFromMERCArray( i );
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// Is the merc hired?
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if( IsMercOnTeam( (UINT8)usMercID ) || gMercProfiles[ usMercID ].iMercMercContractLength != 0 )
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if( IsMercOnTeam( (UINT8)usMercID, FALSE, FALSE ) || gMercProfiles[ usMercID ].iMercMercContractLength != 0 )
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{
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#ifdef JA2UB
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@@ -527,7 +527,7 @@ void DisplayHiredMercs()
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usMercID = GetMercIDFromMERCArray( i );
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//is the merc on the team, or is owed money
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if( IsMercOnTeam( (UINT8)usMercID ) || gMercProfiles[ usMercID ].iMercMercContractLength != 0 )
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if( IsMercOnTeam( (UINT8)usMercID, FALSE, FALSE ) || gMercProfiles[ usMercID ].iMercMercContractLength != 0 )
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{
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// count the number of mercs we really hired, but only display those that should be on this page
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++merccounter;
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@@ -616,7 +616,7 @@ void SettleMercAccounts()
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ubMercID = GetMercIDFromMERCArray( (UINT8) i );
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//if the merc is on the team, or does the player owe money for a fired merc
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if( IsMercOnTeam( ubMercID ) || ( gMercProfiles[ ubMercID ].iMercMercContractLength != 0 ) )
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if( IsMercOnTeam( ubMercID, FALSE, FALSE ) || ( gMercProfiles[ ubMercID ].iMercMercContractLength != 0 ) )
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{
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//Calc the contract charge
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#ifdef JA2UB
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+9
-9
@@ -1001,10 +1001,10 @@ void DailyUpdateOfMercSite( UINT16 usDate)
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iNumDays = 0;
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//loop through all of the hired mercs from M.E.R.C.
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for(i=0; i<NUMBER_OF_MERCS; i++)
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for(i=0; i<NUMBER_OF_MERCS; ++i )
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{
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ubMercID = GetMercIDFromMERCArray( (UINT8) i );
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if( IsMercOnTeam( ubMercID ) )
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if( IsMercOnTeam( ubMercID, FALSE, FALSE ) )
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{
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// WANNE: If we have drunken merc, then skip otherwise is will exist 2 times!
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if (gConditionsForMercAvailability[ i ].Drunk)
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@@ -2325,10 +2325,10 @@ BOOLEAN IsAnyMercMercsHired( )
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UINT8 i;
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//loop through all of the hired mercs from M.E.R.C.
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for(i=0; i<NUMBER_OF_MERCS; i++)
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for(i=0; i<NUMBER_OF_MERCS; ++i)
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{
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ubMercID = GetMercIDFromMERCArray( i );
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if( IsMercOnTeam( ubMercID ) )
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if( IsMercOnTeam( ubMercID, FALSE, FALSE ) )
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{
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return( TRUE );
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}
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@@ -2380,12 +2380,12 @@ UINT8 CountNumberOfMercMercsHired()
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UINT8 ubCount=0;
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//loop through all of the hired mercs from M.E.R.C.
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for(i=0; i<NUMBER_OF_MERCS; i++)
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for(i=0; i<NUMBER_OF_MERCS; ++i)
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{
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ubMercID = GetMercIDFromMERCArray( i );
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if( IsMercOnTeam( ubMercID ) )
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if( IsMercOnTeam( ubMercID, FALSE, FALSE ) )
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{
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ubCount++;
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++ubCount;
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}
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}
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@@ -2535,7 +2535,7 @@ void HandlePlayerHiringMerc( UINT8 ubHiredMercID )
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// anv: Speck is hired
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case SPECK_PLAYABLE:
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if( IsMercOnTeam( VICKI ) )
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if( IsMercOnTeam( VICKI, FALSE, FALSE ) )
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StartSpeckTalking( SPECK_QUOTE_PLAYER_HIRES_SPECK_TOGETHER_WITH_VICKI );
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else
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StartSpeckTalking( SPECK_QUOTE_PLAYER_HIRES_SPECK );
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@@ -2618,7 +2618,7 @@ BOOLEAN ShouldSpeckStartTalkingDueToActionOnSubPage()
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BOOLEAN IsSpeckComAvailable() // anv: Prevent Speck from talking if his playable version is out of reach
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{
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//he's hired, travelling, dead or POW, he cant' talk
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if( ( ( IsMercOnTeam( SPECK_PLAYABLE )
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if( ( ( IsMercOnTeam( SPECK_PLAYABLE, FALSE, FALSE )
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|| gMercProfiles[ SPECK_PLAYABLE ].bMercStatus == MERC_IS_DEAD
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|| gMercProfiles[ SPECK_PLAYABLE ].bMercStatus == MERC_RETURNING_HOME
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|| gMercProfiles[ SPECK_PLAYABLE ].bMercStatus == MERC_FIRED_AS_A_POW ) )
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