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re-prioritize failed mission heading
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src/Battlescape/DebriefingState.cpp
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@@ -1273,6 +1273,7 @@ void DebriefingState::prepareDebriefing() |
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} |
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} |
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} |
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bool lostCraft = false; |
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if (craft != 0 && ((playersInExitArea == 0 && aborted) || (playersSurvived == 0))) |
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{ |
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addStat("STR_XCOM_CRAFT_LOST", 1, -craft->getRules()->getScore()); |
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@@ -1281,8 +1282,8 @@ void DebriefingState::prepareDebriefing() |
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// all vehicle object in the craft is also referenced by base->getVehicles() !!) |
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delete craft; |
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craft = 0; // To avoid a crash down there!! |
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lostCraft = true; |
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base->getCrafts()->erase(craftIterator); |
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_txtTitle->setText(tr("STR_CRAFT_IS_LOST")); |
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playersSurvived = 0; // assuming you aborted and left everyone behind |
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success = false; |
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} |
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@@ -1375,7 +1376,11 @@ void DebriefingState::prepareDebriefing() |
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} |
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else |
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{ |
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if (target == "STR_BASE") |
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if (lostCraft) |
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{ |
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_txtTitle->setText(tr("STR_CRAFT_IS_LOST")); |
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} |
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else if (target == "STR_BASE") |
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{ |
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_txtTitle->setText(tr("STR_BASE_IS_LOST")); |
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_destroyBase = true; |
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