* Contract duration lines are greyed out if the player lacks funds
*Selecting a mix of AIM and other merc types allows renewing contracts for selected AIM mercs
* Multiselection of only mercs whose contracts are not renewable (IMPs, rebels, etc) will have greyed out contract lines
All the calls where this was used are functionally identical when we just supply UID to the original FindSoldierByProfileID() call with fPlayerMercsOnly set to FALSE
When enemy attacks the starting sector and player is in tactical view. We go from tactical to strategic screen to show the prebattle interface instead of staying in tactical. The game errors on the sector assert when trying to draw the glowing red locator around the sector just before displaying the prebattle interface.
Normally the sector gets set properly when compressing time for the first time in a new game start but due to UB going into playing the intro video, it skips the call to HandleTimeCompressWithTeamJackedInAndGearedToGo() that would eventually set it. Neither can we rely on setting the sector when initiating the prebattle interface since MapScreenHandle() tries to display the locator before the PBI gets initialized.
ContinueDialogue was possible to be called with pSoldier that isn't null but is not valid pointer to MercPtrs array resulting in debugger catching an illegal memory access.
fixes issue #498 where retreating from combat in a sector that has a merc
inbound via the airdrop marker causes combat not to end
the reason this fails is that a the inbound soldier counts as being in
the sector being retreated from, even though he isn't
I add a check for `MercPtrs[i]->bInSector` so this doesn't happen
that way the function doesn't leave early and CheckForEndOfCombatMode is
reached
* Externalize the Divisor for usBackPackWeight
A new ini value BACKPACK_WEIGHT_FACTOR is introduced to replace the hard coded 50.
The value goes from 1 to 250 and its default value is 50 as before.
* Refactor usBPPenalty into its own function GetBackbackAPPenaltyFromBackpack
The same code is also used in GetAPsCrouch as well as GetAPsProne
The intent of the change is to make sure that backpacks including their content
do not add an additional AP cost of +1. Now it checks if
the backpack weight is > ubBackPackWeightFactorForAPPenalty (default value 50).
The min exists to make sure that the AP cost does not become higher than previously.
Previously the bool fBackpackCheck was used to add +1 if there is any backpack.
But this also includes an empty tactical sling (backpack with 0.2 kg) and
therefore makes the item much less interesting to use.
- added Tracona for use with UB, etc
- sorted alphabetical (english) for more ease of use during IMP creation
- that sorting starts only after original nationalities (from after Metaviran)
- expanded and adjusted the existing ones
- tried to achieve a decent amount from every continent
- while sorting the language specific files, preserved existing translations
- adjusted MercProfiles in related gamedir change