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Minor code cleanup
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8824 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -9272,7 +9272,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
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if ( fSayQuote )
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{
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if (IS_DOCTOR( pSoldier->bAssignment ) || IS_REPAIR( pSoldier->bAssignment ) ||
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IS_PATIENT( pSoldier->bAssignment ) || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL || pSoldier->bAssignment == FORTIFICATION )
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IS_PATIENT( pSoldier->bAssignment ) || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL || pSoldier->bAssignment == FORTIFICATION || pSoldier->bAssignment == EXPLORATION )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
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}
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@@ -3028,11 +3028,11 @@ void HandleBloodCatDeaths( SECTORINFO *pSector )
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//must make sure TEX doesnt say the quote
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if( bId1 != NOBODY && Menptr[ bId1 ].ubProfile != TEX_UB )
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{
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TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
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TacticalCharacterDialogue( &Menptr[ bId1 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
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}
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else if( bId2 != NOBODY && Menptr[ bId2 ].ubProfile != TEX_UB )
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{
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TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS );
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TacticalCharacterDialogue( &Menptr[ bId2 ], QUOTE_UB_HANDLE_BLOODCATDEATHS );
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}
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}
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}
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@@ -148,14 +148,14 @@ enum DialogQuoteIDs
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QUOTE_DEATH_RATE_RENEWAL, // AIM: refuse to be renew due to high death rate
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//100
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QUOTE_HATED_1_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 1 is here
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QUOTE_HATED_2_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 2 is here
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QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW, // refuse to renew contract because learn to hate is here
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QUOTE_HATED_1_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 1 is here
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QUOTE_HATED_2_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 2 is here
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QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because learn to hate is here
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QUOTE_RENEWING_CAUSE_BUDDY_1_ON_TEAM, // renew contract only because buddy 1 is around
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QUOTE_RENEWING_CAUSE_BUDDY_2_ON_TEAM, // renew contract only because buddy 2 is around
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QUOTE_RENEWING_CAUSE_LEARNED_TO_LIKE_BUDDY_ON_TEAM, // renew contract only because learn to like is around
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QUOTE_PRECEDENT_TO_REPEATING_ONESELF_RENEW, // repeat yourself during renewal process
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QUOTE_RENEW_REFUSAL_DUE_TO_LACK_OF_FUNDS, // JA2UB: kill bloodcat quest fulfilled
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QUOTE_UB_HANDLE_BLOODCATDEATHS, // JA2UB: kill bloodcat quest fulfilled
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QUOTE_GREETING, // AIM hiring screen: greet the player
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QUOTE_SMALL_TALK, // AIM hiring screen: player says nothing, so do a bit of small talk
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@@ -194,9 +194,9 @@ enum DialogQuoteIDs
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QUOTE_JOINING_CAUSE_BUDDY_3_ON_TEAM, // agree to contract because buddy 3 is here
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QUOTE_JOINING_CAUSE_BUDDY_4_ON_TEAM, // agree to contract because buddy 4 is here
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QUOTE_JOINING_CAUSE_BUDDY_5_ON_TEAM, // agree to contract because buddy 5 is here
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QUOTE_HATED_3_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 3 is here
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QUOTE_HATED_4_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 4 is here
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QUOTE_HATED_5_ON_TEAM_WONT_RENEW, // refuse to renew contract because hated 5 is here
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QUOTE_HATED_3_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 3 is here
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QUOTE_HATED_4_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 4 is here
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QUOTE_HATED_5_ON_TEAM_WONT_RENEW, // AIM: refuse to renew contract because hated 5 is here
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//140
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QUOTE_RENEWING_CAUSE_BUDDY_3_ON_TEAM, // renew contract only because buddy 3 is around
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@@ -3761,7 +3761,8 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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if ( fDirtyLevel == DIRTYLEVEL2 )
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{
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// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
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GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
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UINT32 interfacegraphic = GetInterfaceGraphicForItem( pItem );
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GetVideoObject( &hVObject, interfacegraphic );
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UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum;
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pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] );
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usHeight = (UINT32)pTrav->usHeight;
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@@ -3774,9 +3775,9 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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// Shadow area
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if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ])
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BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX - 2, sCenY + 2 );
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BltVideoObjectOutlineShadowFromIndex( uiBuffer, interfacegraphic, usGraphicNum, sCenX - 2, sCenY + 2 );
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BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
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BltVideoObjectOutlineFromIndex( uiBuffer, interfacegraphic, usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
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if ( uiBuffer == FRAME_BUFFER )
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{
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