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Fix: killing Doreen after having already convinced her to leave peacefully does not fully remove the loyalty gain for the peaceful solution, despite that being intended
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8835 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3811,9 +3811,16 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// Doreen's dead
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// Doreen's dead
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if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) )
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if ( CheckFact( FACT_DOREEN_HAD_CHANGE_OF_HEART, 0 ) )
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{
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{
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// Flugente: if we want to remove the previous bonus, we have to take the town sentiment into account, which is accounted differently when decrementing or incrementing
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UINT32 loyaltychange = LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED;
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loyaltychange *= ( 5 * gubTownRebelSentiment[DRASSEN] ) * ( 5 * gubTownRebelSentiment[DRASSEN] );
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loyaltychange /= 100 * 100;
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// tsk tsk, player killed her after getting her to reconsider, lose the bonus for sparing her
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// tsk tsk, player killed her after getting her to reconsider, lose the bonus for sparing her
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DecrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_SPARED );
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DecrementTownLoyalty( DRASSEN, loyaltychange );
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} // then get the points for freeing the kids though killing her
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}
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// then get the points for freeing the kids though killing her
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IncrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED );
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IncrementTownLoyalty( DRASSEN, LOYALTY_BONUS_CHILDREN_FREED_DOREEN_KILLED );
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// set the fact true so we have a universal check for whether the kids can go
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// set the fact true so we have a universal check for whether the kids can go
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SetFactTrue( FACT_DOREEN_HAD_CHANGE_OF_HEART );
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SetFactTrue( FACT_DOREEN_HAD_CHANGE_OF_HEART );
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