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Fix for Dynamic Opinions feature not respecting ini setting and not allowing it to be disabled easily (by Shadooow).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9002 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -5863,7 +5863,10 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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bMaxBreathLoss = (float)min( 127, iBreathLoss );
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// Flugente: dynamic opinions: other mercs might get annoyed, because we are slowing down the team
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_SLOWSUSDOWN, TRUE, TRUE );
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if (gGameExternalOptions.fDynamicOpinions)
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{
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HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_SLOWSUSDOWN, TRUE, TRUE);
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}
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}
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}
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@@ -4887,7 +4887,7 @@ void AttackTarget( SOLDIERCELL *pAttacker, SOLDIERCELL *pTarget )
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gMercProfiles[ pAttacker->pSoldier->ubProfile ].records.usKillsOthers++;
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// Flugente: dynamic opinions: if this guy is not hostile towards us, then some mercs will complain about killing civilians
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if ( (pTarget->pSoldier->bTeam != OUR_TEAM) && (pTarget->pSoldier->aiData.bNeutral || pTarget->pSoldier->bSide == pAttacker->pSoldier->bSide) )
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if ((gGameExternalOptions.fDynamicOpinions) && (pTarget->pSoldier->bTeam != OUR_TEAM) && (pTarget->pSoldier->aiData.bNeutral || pTarget->pSoldier->bSide == pAttacker->pSoldier->bSide) )
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{
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// not for killing animals though...
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if ( pTarget->pSoldier->ubBodyType != CROW && pTarget->pSoldier->ubBodyType != COW )
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@@ -461,7 +461,10 @@ void HourlyLarryUpdate()
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fTookDrugs = TRUE;
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// Flugente: dynamic opinion
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE );
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if (gGameExternalOptions.fDynamicOpinions)
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{
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HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ADDICT, TRUE, FALSE);
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}
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if ( fBar )
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{
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@@ -645,7 +648,10 @@ void HourlyDisabilityUpdate( )
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pSoldier->bBleeding = oldbleeding;
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// Flugente: dynamic opinions
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE );
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if (gGameExternalOptions.fDynamicOpinions)
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{
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HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE);
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}
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// say something (which might also alert the player to what we just did)
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TacticalCharacterDialogue( pSoldier, QUOTE_PERSONALITY_TRAIT );
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@@ -820,7 +826,10 @@ void HourlyStealUpdate()
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}
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// Flugente: dynamic opinion
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HandleDynamicOpinionChange( pSoldier, OPINIONEVENT_THIEF, TRUE, FALSE );
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if (gGameExternalOptions.fDynamicOpinions)
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{
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HandleDynamicOpinionChange(pSoldier, OPINIONEVENT_THIEF, TRUE, FALSE);
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}
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}
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}
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}
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@@ -601,7 +601,10 @@ void MercDailyUpdate()
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HandleSnitchCheck();
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// Flugente: dynmaic opinion rollover
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HandleDynamicOpinionsDailyRefresh( );
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if (gGameExternalOptions.fDynamicOpinions)
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{
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HandleDynamicOpinionsDailyRefresh();
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}
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// Flugente: disease
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HandleDiseaseDailyRefresh();
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@@ -2178,7 +2178,7 @@ void HandleLoyaltyImplicationsOfMercRetreat( INT8 bRetreatCode, INT16 sSectorX,
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// Flugente: dynamic opinion: mercs retreated. Someone has to be blamed for this shameful defeat!
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// only do this if the enemy actually noticed us - no need to punish the player for a successful stealth operation
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if ( gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition )
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if (gGameExternalOptions.fDynamicOpinions && gTacticalStatus.Team[ENEMY_TEAM].bAwareOfOpposition )
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{
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HandleDynamicOpinionRetreat();
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}
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