mirror of
https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1280 3b4a5df2-a311-0410-b5c6-a8a6f20db521
501 lines
14 KiB
C++
501 lines
14 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#include "PreBattle Interface.h"
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#include "Intro.h"
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#else
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#include "Soldier Control.h"
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#include "Overhead.h"
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#include "Boxing.h"
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#include "Render Fun.h"
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#include "Random.h"
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#include "Worldman.h"
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#include "Soldier Profile.h"
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#include "NPC.h"
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#include "Opplist.h"
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#include "ai.h"
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#include "Dialogue Control.h"
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#include "Handle UI.h"
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#include "Points.h"
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#include "interface.h"
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#include "end game.h"
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#include "Intro.h"
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#include "Exit Grids.h"
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#include "strategicmap.h"
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#include "Quests.h"
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#include "SaveLoadMap.h"
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#include "Sound Control.h"
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#include "renderworld.h"
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#include "Isometric Utils.h"
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#include "Music Control.h"
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#include "Soldier macros.h"
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#include "qarray.h"
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#include "los.h"
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#include "Strategic AI.h"
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#include "Squads.h"
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#include "PreBattle Interface.h"
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#include "Strategic Movement.h"
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#include "strategic.h"
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#include "Morale.h"
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#include "Queen Command.h"
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#include "Strategic Town Loyalty.h"
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#include "Player Command.h"
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#include "Campaign Types.h"
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#include "Tactical Save.h"
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#include "screenids.h"
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#endif
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INT16 sStatueGridNos[] = { 13829, 13830, 13669, 13670 };
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SOLDIERTYPE *gpKillerSoldier = NULL;
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INT16 gsGridNo;
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INT8 gbLevel;
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// This function checks if our statue exists in the current sector at given gridno
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BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
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{
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INT32 cnt;
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EXITGRID ExitGrid;
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// First check current sector......
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if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 )
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{
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// Check for exitence of and exit grid here...
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// ( if it doesn't then the change has already taken place )
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if ( !GetExitGrid( 13669, &ExitGrid ) )
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{
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for ( cnt = 0; cnt < 4; cnt++ )
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{
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if ( sStatueGridNos[ cnt ] == sGridNo )
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{
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return( TRUE );
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}
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}
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}
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}
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return( FALSE );
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}
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// This function changes the graphic of the statue and adds the exit grid...
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void ChangeO3SectorStatue( BOOLEAN fFromExplosion )
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{
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EXITGRID ExitGrid;
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UINT16 usTileIndex;
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INT16 sX, sY;
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// Remove old graphic
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ApplyMapChangesToMapTempFile( TRUE );
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// Remove it!
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// Get index for it...
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GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 5 ), &usTileIndex );
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RemoveStruct( 13830, usTileIndex );
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// Add new one...
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if ( fFromExplosion )
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{
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// Use damaged peice
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GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 7 ), &usTileIndex );
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}
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else
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{
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GetTileIndexFromTypeSubIndex( EIGHTOSTRUCT, (INT8)( 8 ), &usTileIndex );
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// Play sound...
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PlayJA2Sample( OPEN_STATUE, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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}
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AddStructToHead( 13830, usTileIndex );
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// Add exit grid
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ExitGrid.ubGotoSectorX = 3;
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ExitGrid.ubGotoSectorY = MAP_ROW_O;
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ExitGrid.ubGotoSectorZ = 1;
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ExitGrid.usGridNo = 13037;
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AddExitGridToWorld( 13669, &ExitGrid );
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gpWorldLevelData[ 13669 ].uiFlags |= MAPELEMENT_REVEALED;
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// Turn off permenant changes....
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ApplyMapChangesToMapTempFile( FALSE );
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// Re-render the world!
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gTacticalStatus.uiFlags |= NOHIDE_REDUNDENCY;
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// FOR THE NEXT RENDER LOOP, RE-EVALUATE REDUNDENT TILES
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InvalidateWorldRedundency( );
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SetRenderFlags(RENDER_FLAG_FULL);
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// Redo movement costs....
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ConvertGridNoToXY( 13830, &sX, &sY );
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RecompileLocalMovementCostsFromRadius( 13830, 5 );
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}
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void DeidrannaTimerCallback( void )
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{
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HandleDeidrannaDeath( gpKillerSoldier, gsGridNo, gbLevel );
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}
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void BeginHandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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{
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gpKillerSoldier = pKillerSoldier;
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gsGridNo = sGridNo;
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gbLevel = bLevel;
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// Lock the UI.....
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gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
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// Increment refrence count...
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giNPCReferenceCount = 1;
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gTacticalStatus.uiFlags |= IN_DEIDRANNA_ENDGAME;
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SetCustomizableTimerCallbackAndDelay( 2000, DeidrannaTimerCallback, FALSE );
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}
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void HandleDeidrannaDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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INT16 sDistVisible = FALSE;
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UINT8 ubKillerSoldierID = NOBODY;
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// Start victory music here...
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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if ( pKillerSoldier )
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{
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TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_DEIDRANNA );
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ubKillerSoldierID = pKillerSoldier->ubID;
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}
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// STEP 1 ) START ALL QUOTES GOING!
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// OK - loop through all witnesses and see if they want to say something abou this...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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{
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if ( cnt != ubKillerSoldierID )
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{
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
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{
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if ( QuoteExp_WitnessDeidrannaDeath[ pTeamSoldier->ubProfile ] )
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{
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_DEIDRANNA );
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}
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}
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}
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}
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}
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// Set fact that she is dead!
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SetFactTrue( FACT_QUEEN_DEAD );
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ExecuteStrategicAIAction( STRATEGIC_AI_ACTION_QUEEN_DEAD, 0, 0 );
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// AFTER LAST ONE IS DONE - PUT SPECIAL EVENT ON QUEUE TO BEGIN FADE< ETC
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_DONE_KILLING_DEIDRANNA, 0,0,0,0 );
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}
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void DoneFadeInKilledQueen( void )
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{
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SOLDIERTYPE *pNPCSoldier;
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// Locate gridno.....
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// Run NPC script
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pNPCSoldier = FindSoldierByProfileID( 136, FALSE );
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if ( !pNPCSoldier )
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{
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return;
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}
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// Converse!
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//InitiateConversation( pNPCSoldier, pSoldier, 0, 1 );
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TriggerNPCRecordImmediately( pNPCSoldier->ubProfile, 6 );
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}
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void DoneFadeOutKilledQueen( void )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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// For one, loop through our current squad and move them over
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// Are we in this sector, On the current squad?
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if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
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{
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gfTacticalTraversal = TRUE;
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SetGroupSectorValue( 3, MAP_ROW_P, 0, pSoldier->ubGroupID );
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// Set next sectore
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pSoldier->sSectorX = 3;
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pSoldier->sSectorY = MAP_ROW_P;
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pSoldier->bSectorZ = 0;
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// Set gridno
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = 5687;
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// Set direction to face....
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pSoldier->ubInsertionDirection = 100 + NORTHWEST;
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}
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}
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// Kill all enemies in world.....
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cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++,pTeamSoldier++)
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{
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// Are we active and in sector.....
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if ( pTeamSoldier->bActive )
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{
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// For sure for flag thet they are dead is not set
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// Check for any more badguys
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// ON THE STRAGETY LAYER KILL BAD GUYS!
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if ( !pTeamSoldier->bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
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{
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ProcessQueenCmdImplicationsOfDeath( pTeamSoldier );
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}
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}
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}
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// 'End' battle
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ExitCombatMode();
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gTacticalStatus.fLastBattleWon = TRUE;
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// Set enemy presence to false
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gTacticalStatus.fEnemyInSector = FALSE;
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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HandleMoraleEvent( NULL, MORALE_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_QUEEN_BATTLE_WON, 3, MAP_ROW_P, 0 );
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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SetThisSectorAsPlayerControlled( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, TRUE );
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// ATE: Force change of level set z to 1
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gbWorldSectorZ = 1;
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// Clear out dudes.......
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SectorInfo[ SEC_P3 ].ubNumAdmins = 0;
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SectorInfo[ SEC_P3 ].ubNumTroops = 0;
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SectorInfo[ SEC_P3 ].ubNumElites = 0;
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SectorInfo[ SEC_P3 ].ubAdminsInBattle = 0;
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SectorInfo[ SEC_P3 ].ubTroopsInBattle = 0;
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SectorInfo[ SEC_P3 ].ubElitesInBattle = 0;
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// ATE: GEt rid of elliot in P3...
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gMercProfiles[ ELLIOT ].sSectorX = 1;
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ChangeNpcToDifferentSector( DEREK, 3, MAP_ROW_P, 0 );
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ChangeNpcToDifferentSector( OLIVER, 3, MAP_ROW_P, 0 );
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// OK, insertion data found, enter sector!
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SetCurrentWorldSector( 3, MAP_ROW_P, 0 );
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// OK, once down here, adjust the above map with crate info....
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gfTacticalTraversal = FALSE;
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gpTacticalTraversalGroup = NULL;
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gpTacticalTraversalChosenSoldier = NULL;
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gFadeInDoneCallback = DoneFadeInKilledQueen;
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FadeInGameScreen( );
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}
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// Called after all player quotes are done....
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void HandleDoneLastKilledQueenQuote( )
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{
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gFadeOutDoneCallback = DoneFadeOutKilledQueen;
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FadeOutGameScreen( );
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}
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void EndQueenDeathEndgameBeginEndCimenatic( )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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// Start end cimimatic....
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gTacticalStatus.uiFlags |= IN_ENDGAME_SEQUENCE;
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// first thing is to loop through team and say end quote...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// Are we in this sector, On the current squad?
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if ( pSoldier->bActive && pSoldier->bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_END_GAME_COMMENT );
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}
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}
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// Add queue event to proceed w/ smacker cimimatic
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SpecialCharacterDialogueEvent( DIALOGUE_SPECIAL_EVENT_MULTIPURPOSE, MULTIPURPOSE_SPECIAL_EVENT_TEAM_MEMBERS_DONE_TALKING, 0,0,0,0 );
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}
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void EndQueenDeathEndgame( )
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{
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// Unset flags...
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gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
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// Increment refrence count...
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giNPCReferenceCount = 0;
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gTacticalStatus.uiFlags &= (~IN_DEIDRANNA_ENDGAME);
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}
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void DoneFadeOutEndCinematic( void )
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{
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// DAVE PUT SMAKER STUFF HERE!!!!!!!!!!!!
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// :)
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gTacticalStatus.uiFlags &= (~IN_ENDGAME_SEQUENCE);
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// For now, just quit the freaken game...
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// InternalLeaveTacticalScreen( MAINMENU_SCREEN );
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InternalLeaveTacticalScreen( INTRO_SCREEN );
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// guiCurrentScreen = INTRO_SCREEN;
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SetIntroType( INTRO_ENDING );
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}
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// OK, end death UI - fade to smaker....
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void HandleDoneLastEndGameQuote( )
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{
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EndQueenDeathEndgame( );
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gFadeOutDoneCallback = DoneFadeOutEndCinematic;
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FadeOutGameScreen( );
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}
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void QueenBitchTimerCallback( void )
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{
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HandleQueenBitchDeath( gpKillerSoldier, gsGridNo, gbLevel );
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}
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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gpKillerSoldier = pKillerSoldier;
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gsGridNo = sGridNo;
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gbLevel = bLevel;
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// Lock the UI.....
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gTacticalStatus.uiFlags |= ENGAGED_IN_CONV;
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// Increment refrence count...
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giNPCReferenceCount = 1;
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// gTacticalStatus.uiFlags |= IN_DEIDRANNA_ENDGAME;
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SetCustomizableTimerCallbackAndDelay( 3000, QueenBitchTimerCallback, FALSE );
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// Kill all enemies in creature team.....
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cnt = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; cnt++,pTeamSoldier++)
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{
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// Are we active and ALIVE and in sector.....
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if ( pTeamSoldier->bActive && pTeamSoldier->bLife > 0 )
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{
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// For sure for flag thet they are dead is not set
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// Check for any more badguys
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// ON THE STRAGETY LAYER KILL BAD GUYS!
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// HELLO! THESE ARE CREATURES! THEY CAN'T BE NEUTRAL!
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//if ( !pTeamSoldier->bNeutral && (pTeamSoldier->bSide != gbPlayerNum ) )
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{
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// gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( "Killing off a queen ally.\n");
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EVENT_SoldierGotHit( pTeamSoldier, 0, 10000, 0, pTeamSoldier->bDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pTeamSoldier->bAimShotLocation, 0, NOWHERE );
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}
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}
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}
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}
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void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT16 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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INT16 sDistVisible = FALSE;
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UINT8 ubKillerSoldierID = NOBODY;
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// Start victory music here...
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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if ( pKillerSoldier )
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{
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TacticalCharacterDialogue( pKillerSoldier, QUOTE_KILLING_QUEEN );
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ubKillerSoldierID = pKillerSoldier->ubID;
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}
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// STEP 1 ) START ALL QUOTES GOING!
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// OK - loop through all witnesses and see if they want to say something abou this...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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{
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if ( cnt != ubKillerSoldierID )
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{
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
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{
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if ( QuoteExp_WitnessQueenBugDeath[ pTeamSoldier->ubProfile ] )
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{
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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TacticalCharacterDialogue( pTeamSoldier, QUOTE_KILLING_QUEEN );
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}
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}
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}
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}
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}
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// Set fact that she is dead!
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|
if ( CheckFact( FACT_QUEEN_DEAD, 0 ) )
|
|
{
|
|
EndQueenDeathEndgameBeginEndCimenatic( );
|
|
}
|
|
else
|
|
{
|
|
// Unset flags...
|
|
gTacticalStatus.uiFlags &= (~ENGAGED_IN_CONV );
|
|
// Increment refrence count...
|
|
giNPCReferenceCount = 0;
|
|
}
|
|
}
|
|
|