//for ubRemoveType pass in the enum from the .h, ( MERC_QUIT, MERC_FIRED ) BOOLEAN BeginStrategicRemoveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fAddRehireButton ) { InterruptTime( ); PauseGame(); LockPauseState( 8 ); //if the soldier may have some special action when he/she leaves the party, handle it HandleUniqueEventWhenPlayerLeavesTeam( pSoldier ); // IF the soldier is an EPC, don't ask about equipment if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) { UnEscortEPC( pSoldier ); } else { if (!is_networked) NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton ); else { // WANNE - MP: Skip all the dialog boxes that appear. Just dismiss the merc StrategicRemoveMerc( pSoldier ); pLeaveSoldier = NULL; } } return( TRUE ); }
//for ubRemoveType pass in the enum from the .h, ( MERC_QUIT, MERC_FIRED ) BOOLEAN BeginStrategicRemoveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fAddRehireButton ) { InterruptTime( ); PauseGame(); LockPauseState( 8 ); //if the soldier may have some special action when he/she leaves the party, handle it HandleUniqueEventWhenPlayerLeavesTeam( pSoldier ); // IF the soldier is an EPC, don't ask about equipment if ( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__EPC ) { UnEscortEPC( pSoldier ); } else { NotifyPlayerOfMercDepartureAndPromptEquipmentPlacement( pSoldier, fAddRehireButton ); } return( TRUE ); }