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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:
@@ -48,6 +48,9 @@
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#include "Town Militia.h"
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#endif
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#ifdef JA2UB
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#include "ub_config.h"
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#endif
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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@@ -464,12 +467,36 @@ void MercDailyUpdate()
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//remove the Flag, so if the merc goes on another assignment, the player can leave an email.
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pProfile->ubMiscFlags3 &= ~PROFILE_MISC_FLAG3_PLAYER_LEFT_MSG_FOR_MERC_AT_AIM;
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#ifdef JA2UB
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// Read from Email.edt
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//if the Laptop is NOT broken
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if( gubQuest[ QUEST_FIX_LAPTOP ] != QUESTINPROGRESS && gGameUBOptions.LaptopQuestEnabled == TRUE )
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{
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#endif
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// Read from EmailMercAvailable.xml
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UINT8 pMerc = 0;
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UINT8 iMerc = 0;
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UINT8 oMerc = 0;
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if ( ReadXMLEmail == TRUE )
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{
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oMerc = cnt;
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iMerc = oMerc * 1;
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if ( oMerc != 0 )
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pMerc = oMerc + 1;
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else
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pMerc = 0;
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if ( gProfilesAIM[cnt].ProfilId == cnt )
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AddEmailTypeXML( pMerc, iMerc, iMerc, GetWorldTotalMin(), -1 , TYPE_EMAIL_AIM_AVAILABLE);
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}
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else
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{
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// Read from Email.edt and sender (nickname) from MercProfiles.xml
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if (cnt < 170)
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{
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// TO DO: send E-mail to player telling him the merc has returned from an assignment
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AddEmail( ( UINT8 )( iOffset + ( cnt * AIM_REPLY_LENGTH_BARRY ) ), AIM_REPLY_LENGTH_BARRY, ( UINT8 )( 6 + cnt ), GetWorldTotalMin(), -1, -1 );
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AddEmail( ( UINT8 )( iOffset + ( cnt * AIM_REPLY_LENGTH_BARRY ) ), AIM_REPLY_LENGTH_BARRY, (UINT8) cnt, GetWorldTotalMin(), -1, -1 , TYPE_EMAIL_EMAIL_EDT_NAME_MERC);
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}
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else
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{
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@@ -477,25 +504,29 @@ void MercDailyUpdate()
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if (cnt < 178)
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{
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UINT16 iMsgLength = cnt;
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UINT8 sender = cnt - 119; // SenderNameList.xml
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//UINT8 sender = cnt - 119; // SenderNameList.xml
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// Fake Barry Unger mail, but with the msgLength of the WF merc ID -> Correct in PreProcessEmail()
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AddEmailWFMercAvailable( ( UINT8 )( iOffset + 0 * AIM_REPLY_LENGTH_BARRY ), iMsgLength, sender, GetWorldTotalMin(), -1 );
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AddEmailWFMercAvailable( ( UINT8 )( iOffset + 0 * AIM_REPLY_LENGTH_BARRY ), iMsgLength, cnt, GetWorldTotalMin(), -1 , TYPE_EMAIL_EMAIL_EDT_NAME_MERC);
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}
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// Generic mail
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else
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{
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// TODO.RW: Send generic mail
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UINT16 iMsgLength = cnt;
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UINT8 sender = cnt - 119; // SenderNameList.xml
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//UINT8 sender = cnt - 119; // SenderNameList.xml
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// Fake Barry Unger mail, but with the msgLength of the WF merc ID -> Correct in PreProcessEmail()
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AddEmailWFMercAvailable( ( UINT8 )( iOffset + 0 * AIM_REPLY_LENGTH_BARRY ), iMsgLength, sender, GetWorldTotalMin(), -1 );
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AddEmailWFMercAvailable( ( UINT8 )( iOffset + 0 * AIM_REPLY_LENGTH_BARRY ), iMsgLength, cnt, GetWorldTotalMin(), -1 , TYPE_EMAIL_EMAIL_EDT_NAME_MERC);
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}
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}
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}
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// WANNE: Should we stop time compression. I don't know.
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//StopTimeCompression();
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#ifdef JA2UB
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}
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#endif
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}
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}
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}
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@@ -546,8 +577,11 @@ void MercDailyUpdate()
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// build quit list
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//BuildMercQuitList( pQuitList );
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#ifdef JA2UB
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//no UB
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#else
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HandleSlayDailyEvent( );
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#endif
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// rebuild list for mapscreen
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ReBuildCharactersList( );
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// HEADROCK HAM B1: Run a function to redefine Roaming Militia Restrictions.
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@@ -1042,8 +1076,11 @@ void UpdateBuddyAndHatedCounters( void )
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pProfile->bHated[2] = pProfile->bLearnToHate;
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pProfile->bMercOpinion[ubOtherProfileID] = HATED_OPINION;
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}
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#ifdef JA2UB
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if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC || (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC && ( /* pSoldier->ubProfile == DEVIN || */ pSoldier->ubProfile == SLAY || pSoldier->ubProfile == IGGY || pSoldier->ubProfile == CONRAD ) ) )
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#else
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if (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC || (pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC && (pSoldier->ubProfile == DEVIN || pSoldier->ubProfile == SLAY || pSoldier->ubProfile == IGGY || pSoldier->ubProfile == CONRAD ) ) )
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#endif
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{
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// Leave now! ( handle equipment too )....
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TacticalCharacterDialogue( pSoldier, QUOTE_MERC_QUIT_LEARN_TO_HATE );
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@@ -1374,3 +1411,56 @@ void HourlyCamouflageUpdate( void )
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}
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}
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}
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#ifdef JA2UB
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void HandleAddingAnyAimAwayEmailsWhenLaptopGoesOnline()
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{
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UINT32 cnt;
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INT32 iOffset;
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MERCPROFILESTRUCT *pProfile;
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//Loop through all the profiles
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for( cnt = 0; cnt < NUM_PROFILES; cnt++)
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{
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pProfile = &(gMercProfiles[ cnt ]);
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if (pProfile->uiDayBecomesAvailable == 0)
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{
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//if the merc CAN become ready
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if( pProfile->bMercStatus != MERC_FIRED_AS_A_POW )
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{
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// if the player has left a message for this merc
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if ( pProfile->ubMiscFlags3 & PROFILE_MISC_FLAG3_PLAYER_LEFT_MSG_FOR_MERC_AT_AIM )
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{
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iOffset = AIM_REPLY_BARRY;
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//remove the Flag, so if the merc goes on another assignment, the player can leave an email.
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pProfile->ubMiscFlags3 &= ~PROFILE_MISC_FLAG3_PLAYER_LEFT_MSG_FOR_MERC_AT_AIM;
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UINT8 pMerc = 0;
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UINT8 iMerc = 0;
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UINT8 oMerc = 0;
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if ( ReadXMLEmail == TRUE )
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{
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oMerc = cnt;
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iMerc = oMerc * 1;
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if ( oMerc != 0 )
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pMerc = oMerc + 1;
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else
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pMerc = 0;
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if ( gProfilesAIM[cnt].ProfilId == cnt )
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AddEmailTypeXML( pMerc, iMerc, iMerc, GetWorldTotalMin(), -1 , TYPE_EMAIL_AIM_AVAILABLE);
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}
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else
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{
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// TO DO: send E-mail to player telling him the merc has returned from an assignment
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AddEmail( ( UINT8 )( iOffset + ( cnt * AIM_REPLY_LENGTH_BARRY ) ), AIM_REPLY_LENGTH_BARRY, ( UINT8 )( 6 + cnt ), GetWorldTotalMin(),-1 ,-1, TYPE_EMAIL_EMAIL_EDT_NAME_MERC);
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}
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}
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}
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}
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}
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}
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#endif
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