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Merged from revision: 7586
Multiplayer Bugfix: - Improved (fixed) interrupt endless clock when enemy interrupts (CO-OP game) (tested by Woquit) - Override turn (ALT + E): Now it is possible again for the server to give the turn back to itself - Updated MP Version Number to 3.1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7587 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1199,9 +1199,8 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
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}
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else// pure client awarding interrupt resume //suspect it needs to be: else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn//else// pure client awarding interrupt resume //its our turn
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
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//ClearIntList();
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//hayden//may need more work.
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@@ -2299,8 +2298,8 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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// INTERRUPT is calculated on the pure client
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else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
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{
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if (cGameType == MP_TYPE_COOP)
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ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
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/*if (cGameType == MP_TYPE_COOP)
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ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);*/
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send_interrupt( npSoldier );
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