src/game/Strategic/Strategic_Merc_Handler.cc
void MercsContractIsFinished(SOLDIERTYPE* const pSoldier)
{
	//if the soldier was removed before getting into this function, return
	if( !pSoldier->bActive )
		return;

	if( fShowContractMenu )
	{
		fShowContractMenu = FALSE;
	}

	// go to mapscreen
	MakeDialogueEventEnterMapScreen();

	if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
	{
		//if the players account status is invalid
		if( LaptopSaveInfo.gubPlayersMercAccountStatus == MERC_ACCOUNT_INVALID )
		{
			//Send the merc home

			InterruptTime();
			PauseGame();

			// Say quote for wishing to leave
			TacticalCharacterDialogue( pSoldier, QUOTE_NOT_GETTING_PAID );

			MakeCharacterDialogueEventContractEndingNoAskEquip(*pSoldier);

			pSoldier->ubLeaveHistoryCode = HISTORY_MERC_QUIT;
		}
	}
	else if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC )
	{
		InterruptTime();
		PauseGame();

		TacticalCharacterDialogue( pSoldier, QUOTE_AIM_SEEN_MIKE );

		MakeCharacterDialogueEventContractEndingNoAskEquip(*pSoldier);

		pSoldier->ubLeaveHistoryCode = HISTORY_MERC_QUIT;

	}
}
// ATE: This function deals with MERC MERC and NPC's leaving because of not getting paid...
// NOT AIM renewals....
This function deals with MERC MERC and NPC's leaving because of not getting paid
NOT AIM renewals
This function deals with MERC MERC and NPC ' s leaving because of not getting paid NOT AIM renewals
void MercsContractIsFinished(SOLDIERTYPE* const pSoldier)
{
	if( !pSoldier->bActive )
		return;
	if( fShowContractMenu )
	{
		fShowContractMenu = FALSE;
	}
	MakeDialogueEventEnterMapScreen();
	if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
	{
		if( LaptopSaveInfo.gubPlayersMercAccountStatus == MERC_ACCOUNT_INVALID )
		{
			InterruptTime();
			PauseGame();
			TacticalCharacterDialogue( pSoldier, QUOTE_NOT_GETTING_PAID );
			MakeCharacterDialogueEventContractEndingNoAskEquip(*pSoldier);
			pSoldier->ubLeaveHistoryCode = HISTORY_MERC_QUIT;
		}
	}
	else if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__NPC )
	{
		InterruptTime();
		PauseGame();
		TacticalCharacterDialogue( pSoldier, QUOTE_AIM_SEEN_MIKE );
		MakeCharacterDialogueEventContractEndingNoAskEquip(*pSoldier);
		pSoldier->ubLeaveHistoryCode = HISTORY_MERC_QUIT;
	}
}
void MercsContractIsFinished ( SOLDIERTYPE * const pSoldier ) { if ( ! pSoldier -> bActive ) return ; if ( fShowContractMenu ) { fShowContractMenu = FALSE ; } MakeDialogueEventEnterMapScreen ( ) ; if ( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__MERC ) { if ( LaptopSaveInfo . gubPlayersMercAccountStatus == MERC_ACCOUNT_INVALID ) { InterruptTime ( ) ; PauseGame ( ) ; TacticalCharacterDialogue ( pSoldier , QUOTE_NOT_GETTING_PAID ) ; MakeCharacterDialogueEventContractEndingNoAskEquip ( * pSoldier ) ; pSoldier -> ubLeaveHistoryCode = HISTORY_MERC_QUIT ; } } else if ( pSoldier -> ubWhatKindOfMercAmI == MERC_TYPE__NPC ) { InterruptTime ( ) ; PauseGame ( ) ; TacticalCharacterDialogue ( pSoldier , QUOTE_AIM_SEEN_MIKE ) ; MakeCharacterDialogueEventContractEndingNoAskEquip ( * pSoldier ) ; pSoldier -> ubLeaveHistoryCode = HISTORY_MERC_QUIT ; } }
ATE: This function deals with MERC MERC and NPC's leaving because of not getting paid...
NOT AIM renewals....
ATE : This function deals with MERC MERC and NPC ' s leaving because of not getting paid ... NOT AIM renewals ....
//if the soldier was removed before getting into this function, return // go to mapscreen //if the players account status is invalid //Send the merc home // Say quote for wishing to leave