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FindSoldierByProfileID fix: check last soldier in player team
RenderOverheadOverlays fix: last soldier in player team StartInterrupt fix: all interrupts in original interrupt system start as hidden and revealed later if soldier decides something StartInterrupt fix: don't show hidden interrupt DeductPoints, ResolvePendingInterrupt, StartInterrupt: MAX_NUM_SOLDIERS fix SoldierCollapse: replace chosen one if soldier is collapsed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8259 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -19384,8 +19384,9 @@ void SoldierCollapse( SOLDIERTYPE *pSoldier )
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_ENEMY )
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{
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if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
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// sevenfm: bPanicTriggerIsAlarm is always not NULL pointer
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//if ( !(gTacticalStatus.bPanicTriggerIsAlarm) && (gTacticalStatus.ubTheChosenOne == pSoldier->ubID) )
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if ( gTacticalStatus.ubTheChosenOne == pSoldier->ubID )
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{
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// replace this guy as the chosen one!
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gTacticalStatus.ubTheChosenOne = NOBODY;
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@@ -21909,7 +21910,7 @@ BOOLEAN ResolvePendingInterrupt( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType )
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UINT16 uCnt = 0, uiReactionTime;
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INT16 iInjuryPenalty;
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for ( uCnt = 0; uCnt <= MAX_NUM_SOLDIERS; uCnt++ )
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for ( uCnt = 0; uCnt < MAX_NUM_SOLDIERS; uCnt++ )
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{
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// first find all guys who can see us
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pInterrupter = MercPtrs[uCnt];
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