* 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
* Changed misleading wording for AdvancedRepairs setting
Changed wording to clarify that another setting in SkillSettings.ini is needed for mercs to do advacnced repairs.
* Added missing description for Advanced Repairs
Description lacked the fact that another setting in SkillSettings.ini is needed for mercs to do advanced repairs.
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.
Added a built-in foregrip to weapons with graphics showing a built-in foregrip. Updated attachments of Rocket Rifle and Auto Rocket Rifle, giving them attachments simular to other weapons of that range and coolness.
Added a built-in foregrip to weapons with graphics showing a built-in foregrip.
Updated attachments of Rocket Rifle and Auto Rocket Rifle, giving them attachments simular to other weapons of that range and coolness.
Due to the newly added attachment of a foregrip, the stand modifiers of that weapon in items.xml are no longer needed. Removed them so that they don't add up to the ones provided by foregrip, would be to much otherwise.