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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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