src/game/Tactical/End_Game.cc
FOR_EACH_IN_TEAM(s, OUR_TEAM)
	{
		if (s != pKillerSoldier &&
			OkControllableMerc(s) &&
			!(s->uiStatusFlags & SOLDIER_GASSED) &&
			!AM_AN_EPC(s) &&
			QuoteExp_WitnessDeidrannaDeath[s->ubProfile])
		{
			// Can we see location?
			const INT16 sDistVisible = DistanceVisible(s, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel);
			if (SoldierTo3DLocationLineOfSightTest(s, sGridNo, bLevel, 3, sDistVisible, TRUE))
			{
				TacticalCharacterDialogue(s, QUOTE_KILLING_DEIDRANNA);
			}
		}
	}
// STEP 1 ) START ALL QUOTES GOING!
// OK - loop through all witnesses and see if they want to say something abou this...
STEP 1 ) START ALL QUOTES GOING.
OK - loop through all witnesses and see if they want to say something abou this
STEP 1 ) START ALL QUOTES GOING . OK - loop through all witnesses and see if they want to say something abou this
FOR_EACH_IN_TEAM(s, OUR_TEAM)
	{
		if (s != pKillerSoldier &&
			OkControllableMerc(s) &&
			!(s->uiStatusFlags & SOLDIER_GASSED) &&
			!AM_AN_EPC(s) &&
			QuoteExp_WitnessDeidrannaDeath[s->ubProfile])
		{
			const INT16 sDistVisible = DistanceVisible(s, DIRECTION_IRRELEVANT, DIRECTION_IRRELEVANT, sGridNo, bLevel);
			if (SoldierTo3DLocationLineOfSightTest(s, sGridNo, bLevel, 3, sDistVisible, TRUE))
			{
				TacticalCharacterDialogue(s, QUOTE_KILLING_DEIDRANNA);
			}
		}
	}
FOR_EACH_IN_TEAM ( s , OUR_TEAM ) { if ( s != pKillerSoldier && OkControllableMerc ( s ) && ! ( s -> uiStatusFlags & SOLDIER_GASSED ) && ! AM_AN_EPC ( s ) && QuoteExp_WitnessDeidrannaDeath [ s -> ubProfile ] ) { const INT16 sDistVisible = DistanceVisible ( s , DIRECTION_IRRELEVANT , DIRECTION_IRRELEVANT , sGridNo , bLevel ) ; if ( SoldierTo3DLocationLineOfSightTest ( s , sGridNo , bLevel , 3 , sDistVisible , TRUE ) ) { TacticalCharacterDialogue ( s , QUOTE_KILLING_DEIDRANNA ) ; } } }
STEP 1 ) START ALL QUOTES GOING!
STEP 1 ) START ALL QUOTES GOING!
// Can we see location?