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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -67,6 +67,8 @@
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#include <vector>
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#include <queue>
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#include "Vehicles.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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@@ -75,6 +77,19 @@ class SOLDIERTYPE;
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// HEADROCK HAM 3.5: Include Facility data
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#include "Facilities.h"
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#include "Vehicles.h"
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#ifdef JA2UB
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#include "Explosion Control.h"
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#include "MapScreen Quotes.h"
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#include "email.h"
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#include "interface Dialogue.h"
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#include "mercs.h"
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#include "ub_config.h"
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#endif
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// various reason an assignment can be aborted before completion
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enum{
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NO_MORE_MED_KITS = 40,
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@@ -520,6 +535,11 @@ BOOLEAN RepairObject( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOwner, OBJECTTYPE *
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void RepairItemsOnOthers( SOLDIERTYPE *pSoldier, UINT8 *pubRepairPtsLeft );
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BOOLEAN UnjamGunsOnSoldier( SOLDIERTYPE *pOwnerSoldier, SOLDIERTYPE *pRepairSoldier, UINT8 *pubRepairPtsLeft );
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#ifdef JA2UB
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void HaveMercSayWhyHeWontLeave( SOLDIERTYPE *pSoldier ); //Ja25 UB
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BOOLEAN CanMercBeAllowedToLeaveTeam( SOLDIERTYPE *pSoldier ); //JA25 UB
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#endif
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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BOOLEAN SoldierInSameSectorAsSAM( SOLDIERTYPE *pSoldier );
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@@ -2109,7 +2129,8 @@ INT8 CanCharacterSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue )
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return( CHARACTER_CANT_JOIN_SQUAD_VEHICLE );
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}
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if ( NumberOfPeopleInSquad( bSquadValue ) >= NUMBER_OF_SOLDIERS_PER_SQUAD )
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//SQUAD10 FIX
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if ( NumberOfPeopleInSquad( bSquadValue ) >= gGameOptions.ubSquadSize )
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{
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return( CHARACTER_CANT_JOIN_SQUAD_FULL );
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}
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@@ -6050,7 +6071,8 @@ BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier )
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{
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if ( IsThisVehicleAccessibleToSoldier( pSoldier, iVehicleIndex ) )
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{
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AddMonoString( (UINT32 *)&hStringHandle,pVehicleStrings[ pVehicleList[ iVehicleIndex ].ubVehicleType ] );
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//AddMonoString( (UINT32 *)&hStringHandle,pVehicleStrings[ pVehicleList[ iVehicleIndex ].ubVehicleType ] );
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AddMonoString( (UINT32 *)&hStringHandle,gNewVehicle[ pVehicleList[ iVehicleIndex ].ubVehicleType ].NewVehicleStrings );
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}
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}
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}
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@@ -8072,6 +8094,17 @@ void BeginRemoveMercFromContract( SOLDIERTYPE *pSoldier )
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// This function will setup the quote, then start dialogue beginning the actual leave sequence
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if( ( pSoldier->stats.bLife > 0 ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) )
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{
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#ifdef JA2UB
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//Ja25 UB
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//if the merc cant leave
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if( !CanMercBeAllowedToLeaveTeam( pSoldier ) )
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{
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HaveMercSayWhyHeWontLeave( pSoldier );
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return;
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}
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#endif
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// WANNE: Nothing to do here, when we want to dismiss the robot
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BOOLEAN fAmIaRobot = AM_A_ROBOT( pSoldier );
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if (!fAmIaRobot)
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@@ -9302,7 +9335,8 @@ void CreateSquadBox( void )
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for(uiCounter=0; uiCounter <= uiMaxSquad; uiCounter++)
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{
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// get info about current squad and put in string
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swprintf( sString, L"%s ( %d/%d )", pSquadMenuStrings[uiCounter], NumberOfPeopleInSquad( ( INT8 )uiCounter ), NUMBER_OF_SOLDIERS_PER_SQUAD );
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//SQUAD10 FIX
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swprintf( sString, L"%s ( %d/%d )", pSquadMenuStrings[uiCounter], NumberOfPeopleInSquad( ( INT8 )uiCounter ), gGameOptions.ubSquadSize );
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AddMonoString(&hStringHandle, sString );
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// make sure it is unhighlighted
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@@ -9506,7 +9540,8 @@ BOOLEAN DisplayVehicleMenu( SOLDIERTYPE *pSoldier )
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{
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if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounter ) )
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{
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AddMonoString((UINT32 *)&hStringHandle, pVehicleStrings[ pVehicleList[ iCounter ].ubVehicleType ]);
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//AddMonoString((UINT32 *)&hStringHandle, pVehicleStrings[ pVehicleList[ iCounter ].ubVehicleType ]);
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AddMonoString((UINT32 *)&hStringHandle, gNewVehicle[ pVehicleList[ iCounter ].ubVehicleType ].NewVehicleStrings);
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fVehiclePresent = TRUE;
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}
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}
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@@ -14430,7 +14465,8 @@ BOOLEAN DisplayFacilityAssignmentMenu( SOLDIERTYPE *pSoldier, UINT8 ubFacilityTy
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if ( IsThisVehicleAccessibleToSoldier( pSoldier, iCounterB ) )
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{
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// Create line that says "Repair X" where X is the vehicle.
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swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], pVehicleStrings[ pVehicleList[ iCounterB ].ubVehicleType ]);
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// swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], pVehicleStrings[ pVehicleList[ iCounterB ].ubVehicleType ]);
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swprintf( sTempString, gzFacilityAssignmentStrings[ FAC_REPAIR_VEHICLE ], gNewVehicle[ pVehicleList[ iCounterB ].ubVehicleType ].NewVehicleStrings);
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AddMonoString((UINT32 *)&hStringHandle, sTempString );
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fFoundVehicle = TRUE;
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}
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@@ -16348,3 +16384,36 @@ void RecordNumMilitiaTrainedForMercs( INT16 sX, INT16 sY, INT8 bZ, UINT8 ubMilit
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}
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}
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}
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#ifdef JA2UB
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//Ja25 UB
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BOOLEAN CanMercBeAllowedToLeaveTeam( SOLDIERTYPE *pSoldier )
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{
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/*
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//if we are in sector... J14_1 && K14_1
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if( gWorldSectorX == 14 && gWorldSectorY == MAP_ROW_J && gbWorldSectorZ == 1 ||
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gWorldSectorX == 14 && gWorldSectorY == MAP_ROW_K && gbWorldSectorZ == 1 )
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*/
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//if we are in, or passed the tunnels
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if( pSoldier->sSectorX >= 14 )
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{
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//dont allow anyone to leave
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return( FALSE );
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}
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return( TRUE );
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}
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void HaveMercSayWhyHeWontLeave( SOLDIERTYPE *pSoldier )
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{
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//if the merc is qualified
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if( IsSoldierQualifiedMerc( pSoldier ) )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_ANSWERING_MACHINE_MSG );
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}
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else
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_REFUSING_ORDER );
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}
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}
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#endif
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