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https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
Set up ASSIGNMENT_REBELCOMMAND
Hook up Start Mission button
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@@ -1515,6 +1515,9 @@ BOOLEAN DelayedTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteN
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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return( CharacterDialogue( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, TRUE ) );
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}
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@@ -1574,6 +1577,9 @@ BOOLEAN TacticalCharacterDialogueWithSpecialEventEx( SOLDIERTYPE *pSoldier, UINT
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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}
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return( CharacterDialogueWithSpecialEventEx( pSoldier->ubProfile, usQuoteNum, pSoldier->iFaceIndex, DIALOGUE_TACTICAL_UI, TRUE, FALSE, uiFlag, uiData1, uiData2, uiData3 ) );
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@@ -1625,6 +1631,9 @@ BOOLEAN TacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNum )
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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// OK, let's check if this is the exact one we just played, if so, skip.
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if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
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usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
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@@ -1717,6 +1726,9 @@ BOOLEAN SnitchTacticalCharacterDialogue( SOLDIERTYPE *pSoldier, UINT16 usQuoteNu
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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// OK, let's check if this is the exact one we just played, if so, skip.
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//if ( pSoldier->ubProfile == gTacticalStatus.ubLastQuoteProfileNUm &&
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// usQuoteNum == gTacticalStatus.ubLastQuoteSaid )
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@@ -1774,6 +1786,9 @@ BOOLEAN AdditionalTacticalCharacterDialogue_CallsLua( SOLDIERTYPE *pSoldier, UIN
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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if ( AM_AN_EPC( pSoldier ) && !( gMercProfiles[pSoldier->ubProfile].ubMiscFlags & PROFILE_MISC_FLAG_FORCENPCQUOTE ) )
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return( FALSE );
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@@ -1802,7 +1817,7 @@ void AdditionalTacticalCharacterDialogue_AllInSector(INT16 aSectorX, INT16 aSect
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if ( pSoldier->stats.bLife >= OKLIFE && pSoldier->bActive &&
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pSoldier->ubProfile != ausIgnoreProfile &&
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pSoldier->sSectorX == aSectorX && pSoldier->sSectorY == aSectorY && pSoldier->bSectorZ == aSectorZ &&
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pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT &&
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pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND &&
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(aAroundGridno == NOWHERE || PythSpacesAway( pSoldier->sGridNo, aAroundGridno ) <= aRadius ) &&
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!pSoldier->flags.fBetweenSectors )
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{
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@@ -2105,6 +2120,9 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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// sleeping guys don't talk.. go to standby to talk
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if( pSoldier->flags.fMercAsleep == TRUE )
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{
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@@ -960,6 +960,9 @@ BOOLEAN DynamicOpinionTacticalCharacterDialogue( DynamicOpinionSpeechEvent& aEve
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if( pSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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return( FALSE );
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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return( FALSE );
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CHAR16 gzQuoteStr[500];
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// remove old box, in case that still exists
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@@ -2020,7 +2023,7 @@ UINT8 GetFittingInterjectorProfile( UINT8 usEvent, UINT8 usProfileVictim, UINT8
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for ( pTeamSoldier = MercPtrs[bMercID]; bMercID <= bLastTeamID; ++bMercID, pTeamSoldier++ )
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{
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// only people that are here
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if ( !pTeamSoldier->bActive || pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT )
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if ( !pTeamSoldier->bActive || pTeamSoldier->bAssignment == IN_TRANSIT || pTeamSoldier->bAssignment == ASSIGNMENT_DEAD || pTeamSoldier->bAssignment == ASSIGNMENT_POW || pTeamSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pTeamSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND )
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continue;
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// if fSameSector is TRUE then the teammate must be in the same sector
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+1
-1
@@ -606,7 +606,7 @@ void HourlyFoodAutoDigestion( SOLDIERTYPE *pSoldier )
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AddFoodpoints(pSoldier->bFoodLevel, powfoodadd);
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}
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// while on a minievent, assume that we can feed ourselves.. somehow
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else if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT)
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else if (pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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{
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const INT16 water = gGameExternalOptions.usFoodDigestionHourlyBaseDrink * gGameExternalOptions.sFoodDigestionAssignment;
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const INT16 foodadd = water * gGameExternalOptions.usFoodDigestionHourlyBaseFood / max(1, gGameExternalOptions.usFoodDigestionHourlyBaseDrink);
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@@ -6311,7 +6311,7 @@ void SOLDIERTYPE::EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 sDamage, INT1
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// If anything other than on a squad or guard, make them guard....
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if ( this->bTeam == gbPlayerNum )
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{
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if ( this->bAssignment >= ON_DUTY && this->bAssignment != ASSIGNMENT_POW && this->bAssignment != ASSIGNMENT_MINIEVENT )
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if ( this->bAssignment >= ON_DUTY && this->bAssignment != ASSIGNMENT_POW && this->bAssignment != ASSIGNMENT_MINIEVENT && this->bAssignment != ASSIGNMENT_REBELCOMMAND)
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{
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if ( this->flags.fMercAsleep )
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{
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@@ -1389,6 +1389,11 @@ BOOLEAN IsSquadInSector( SOLDIERTYPE *pSoldier, UINT8 ubSquad )
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return( FALSE );
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}
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if( pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND)
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{
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return( FALSE );
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}
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if( SquadIsEmpty( ubSquad ) == TRUE )
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{
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return( TRUE );
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@@ -238,7 +238,7 @@ BOOLEAN InternalInitSectorExitMenu( UINT8 ubDirection, INT32 sAdditionalData )//
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pSoldier->stats.bLife >= OKLIFE &&
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( pSoldier->bAssignment != MercPtrs[ gusSelectedSoldier ]->bAssignment ||
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( pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId != MercPtrs[ gusSelectedSoldier ]->iVehicleId ) ) &&
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pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT
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pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != IN_TRANSIT && pSoldier->bAssignment != ASSIGNMENT_DEAD && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND
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&& !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) )
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{ //KM: We need to determine if there are more than one squad (meaning other concious mercs in a different squad or assignment)
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// These conditions were done to the best of my knowledge, so if there are other situations that require modification,
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@@ -6001,7 +6001,7 @@ void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrTy
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continue; // skip
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}
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if ( bTeam == gbPlayerNum && (pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT) )
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if ( bTeam == gbPlayerNum && (pSoldier->bAssignment == ASSIGNMENT_POW || pSoldier->bAssignment == ASSIGNMENT_MINIEVENT || pSoldier->bAssignment == ASSIGNMENT_REBELCOMMAND) )
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{
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// POWs should not be processed for noise
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continue;
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