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Added basic requirements to start snitching (alive, conscious, not in transit etc).
When clicking on move equipment menu, check basic requirements. If soldiers land into enemy sector from helicopter, use gsGridNoSweetSpot instead of default arrival location when ESC is pressed. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8919 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -566,9 +566,11 @@ void HandleHeliDrop( BOOLEAN fPlayer )
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
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#else
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
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// sevenfm: if soldiers land into enemy sector, use gsGridNoSweetSpot
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//MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
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MercPtrs[gusHeliSeats[cnt]]->usStrategicInsertionData = gsGridNoSweetSpot;
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#endif
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// HEADROCK HAM 3.5: Externalized!
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
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@@ -699,7 +701,7 @@ void HandleHeliDrop( BOOLEAN fPlayer )
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if ( gbCurDrop < bEndVal )
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{
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// Flugente: it is now possible to use airdrops with soldiers after they have arrived in Arulco. In that case, they might have an animation that breaks EVENT_InitNewSoldierAnim prematurely.
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// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING aniamtion.
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// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING animation.
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MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usAnimState = STANDING;
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MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
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