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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:
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@@ -48,6 +48,11 @@
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#include "NPC.h"
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#endif
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#ifdef JA2UB
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#include "Ja25_Tactical.h"
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#include "Ja25 Strategic Ai.h"
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#endif
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// HEADROCK HAM 3.2: Gamesettings.h for external modifications to team turns.
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#include "GameSettings.h"
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#include "Reinforcement.h"
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@@ -257,6 +262,8 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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// ATE: Reset killed on attack variable.. this is because sometimes timing is such
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/// that a baddie can die and still maintain it's attacker ID
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gTacticalStatus.fKilledEnemyOnAttack = FALSE;
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gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
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HandleTacticalUI( );
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}
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@@ -342,6 +349,8 @@ void EndTurn( UINT8 ubNextTeam )
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}
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gTacticalStatus.ubCurrentTeam = ubNextTeam;
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gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
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if(is_server || !is_client) BeginTeamTurn( gTacticalStatus.ubCurrentTeam );
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@@ -429,6 +438,8 @@ void EndAllAITurns( void )
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gTacticalStatus.ubCurrentTeam = gbPlayerNum;
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//BeginTeamTurn( gTacticalStatus.ubCurrentTeam );
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gTacticalStatus.ubInterruptPending = DISABLED_INTERRUPT;
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}
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}
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@@ -448,6 +459,16 @@ void EndTurnEvents( void )
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// decay AI warning values from corpses
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DecayRottingCorpseAIWarnings();
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#ifdef JA2UB
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//Ja25 UB
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//increment the number of tactical turns that have gone by in turn based mode
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gJa25SaveStruct.uiTacticalTurnCounter++;
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//if the fan should start up
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HandleStartingFanBackUp();
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#endif
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}
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//rain
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@@ -676,12 +697,14 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
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// This code should put the game in turn-based and give control to the AI-controlled soldier
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// whose pointer has been passed in as an argument (we were in non-combat and the AI is doing
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// something visible, i.e. making an attack)
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#ifdef JA2UB
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//Ja25 No meanwhiles
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#else
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if ( AreInMeanwhile( ) )
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{
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return;
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}
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#endif
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if (gTacticalStatus.uiFlags & REALTIME || gTacticalStatus.uiFlags & INCOMBAT)
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{
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// pointless call here; do nothing
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@@ -790,7 +813,8 @@ void StartInterrupt( void )
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INT32 iSquad, iCounter;
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// build string for display of who gets interrupt
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while( 1 )
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//while( 1 )
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for( iCounter = 0; iCounter <= MAX_NUM_SOLDIERS; iCounter++ )
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{
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MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
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DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
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@@ -908,9 +932,10 @@ void StartInterrupt( void )
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}
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*/
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while( 1 )
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//while( 1 )
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UINT16 usCounter;
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for( usCounter = 0; usCounter <= MAX_NUM_SOLDIERS; usCounter++ )
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{
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MercPtrs[ubInterrupter]->aiData.bMoved = FALSE;
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DebugMsg( TOPIC_JA2INTERRUPT, DBG_LEVEL_3, String("INTERRUPT: popping %d off of the interrupt queue", ubInterrupter ) );
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@@ -931,7 +956,6 @@ void StartInterrupt( void )
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ubFirstInterrupter = ubInterrupter;
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}
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}
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{
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// here we have to rebuilt the AI list!
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BuildAIListForTeam( bTeam );
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@@ -939,11 +963,15 @@ void StartInterrupt( void )
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// set to the new first interrupter
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cnt = RemoveFirstAIListEntry();
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pSoldier = MercPtrs[ cnt ];
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pTempSoldier = MercPtrs[ cnt ];
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// pSoldier = MercPtrs[ubFirstInterrupter];
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//if ( gTacticalStatus.ubCurrentTeam == OUR_TEAM )//hayden
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if (!is_networked && gTacticalStatus.ubCurrentTeam == OUR_TEAM ) // if ( pSoldier->bTeam > OUR_TEAM && pSoldier->bTeam < 6) // cheap disable
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// if ( pSoldier->bTeam > OUR_TEAM && pSoldier->bTeam < 6) // cheap disable
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// SANDRO - if we just saw the guy, don't flag it as hidden interrupt
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if (!is_networked && gTacticalStatus.ubCurrentTeam == OUR_TEAM
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&& MercPtrs[ LATEST_INTERRUPT_GUY ]->aiData.bOppList[pTempSoldier->ubID] != SEEN_CURRENTLY
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&& MercPtrs[ LATEST_INTERRUPT_GUY ]->aiData.bOppList[pTempSoldier->ubID] != SEEN_THIS_TURN )
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{
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// we're being interrupted by the computer!
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// we delay displaying any interrupt message until the computer
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@@ -953,8 +981,8 @@ void StartInterrupt( void )
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}
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// otherwise it's the AI interrupting another AI team
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if (pSoldier != NULL)
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gTacticalStatus.ubCurrentTeam = pSoldier->bTeam;
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if (pTempSoldier != NULL)
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gTacticalStatus.ubCurrentTeam = pTempSoldier->bTeam;
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if (is_networked)
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{
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@@ -963,10 +991,8 @@ void StartInterrupt( void )
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#endif
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}
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if (pSoldier != NULL)
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StartNPCAI( pSoldier );
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}
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if (pTempSoldier != NULL)
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StartNPCAI( pTempSoldier );
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}
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if ( !gfHiddenInterrupt )
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@@ -1106,6 +1132,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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// change team
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gTacticalStatus.ubCurrentTeam = pSoldier->bTeam;
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// switch appropriate messages & flags
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if ( pSoldier->bTeam == OUR_TEAM)
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{
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@@ -1198,6 +1225,9 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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// normal player's turn without readjusting time left in turn (for
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// timed turns)
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InitPlayerUIBar( 2 );
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// SANDRO - shouldn't we unset ui here too?
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UnSetUIBusy( pSoldier->ubID );
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}
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}
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@@ -2334,6 +2364,12 @@ void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType)
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{
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// add this guy to everyone's interrupt queue
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AddToIntList(ubIntList[ubSmallestSlot],TRUE,TRUE);
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// SANDRO - for IIS, reset counter if we got here
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if ( gGameExternalOptions.fImprovedInterruptSystem )
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{
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// reset the counter
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MercPtrs[ ubIntList[ubSmallestSlot] ]->aiData.ubInterruptCounter[pSoldier->ubID] = 0;
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}
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if (INTERRUPTS_OVER)
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{
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// a loop was created which removed all the people in the interrupt queue!
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