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Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -38,6 +38,7 @@
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#include "ai.h"
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#include "Dialogue Control.h"
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#include "Music Control.h"
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#include "Tactical Save.h"
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#endif
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@@ -45,7 +46,8 @@
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class OBJECTTYPE;
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class SOLDIERTYPE;
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#define MAX_MERC_IN_HELI 20
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// WDS - make number of mercenaries, etc. be configurable
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#define MAX_MERC_IN_HELI CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS
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#define MAX_HELI_SCRIPT 30
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#define ME_SCRIPT_DELAY 100
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#define NUM_PER_HELI_RUN 6
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@@ -474,7 +476,7 @@ void HandleHeliDrop( )
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{
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// Add merc to sector
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], 9, 1, 0 );
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], startingX, startingY, startingZ );
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// Check for merc arrives quotes...
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HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
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@@ -610,7 +612,7 @@ void HandleHeliDrop( )
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// Change insertion code
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MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], 9, 1, 0 );
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], startingX, startingY, startingZ );
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//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
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// IF the first guy down, set squad!
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@@ -809,6 +811,9 @@ void HandleFirstHeliDropOfGame( )
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// Call people to area
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CallAvailableEnemiesTo( gsGridNoSweetSpot );
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// Move to header file...
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AddExtraItems( startingX, startingY, startingZ, true );
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// Say quote.....
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SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
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@@ -820,8 +825,7 @@ void HandleFirstHeliDropOfGame( )
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}
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// Send message to turn on ai again....
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CharacterDialogueWithSpecialEvent( 0, 0, 0 , DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
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CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
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}
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