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- MP: Bugfix: client wasnt getting update via turn bar that server got interrupt (by haydent)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5600 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1918,7 +1918,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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if(INT->bTeam==netbTeam)//for us or AI
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if(INT->bTeam==netbTeam)//for us or AI //im not sure about this comment. i think this if check only if its for us... - hayden
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{
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INT->bTeam=0;
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INT->ubID=INT->ubID - ubID_prefix;
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@@ -1945,7 +1945,7 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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}
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// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
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if( INT->bTeam != 0)
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if( INT->bTeam != 0)//not for our team - hayden
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[17] );
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//stop moving merc who was interrupted and init UI bar
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@@ -1955,6 +1955,9 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
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InitEnemyUIBar( 0, 0 );
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fInterfacePanelDirty = DIRTYLEVEL2;
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gTacticalStatus.fInterruptOccurred = TRUE;
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AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
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//this needed to add details of who's interrupt it is - hayden
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}
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else
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{
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