consolidate battle modes
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@@ -58,8 +58,7 @@ Inventory::Inventory()
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{
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_BATTLE:
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break;
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default:
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ASSERT(0);
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@@ -85,8 +84,7 @@ void Inventory::Load( PlayerNumber pn )
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// don't load battle sounds if they're not going to be used
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switch( GAMESTATE->m_PlayMode )
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{
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case PLAY_MODE_HUMAN_BATTLE:
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case PLAY_MODE_CPU_BATTLE:
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case PLAY_MODE_BATTLE:
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m_soundAcquireItem.Load( THEME->GetPathToS("Inventory aquire item") );
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for( unsigned i=0; i<g_Items.size(); i++ )
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{
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@@ -202,12 +200,6 @@ void Inventory::UseItem( int iSlot )
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asInventory[iSlot].MakeBlank();
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m_vpSoundUseItem[a.level]->Play();
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// Item has no effect if CPU is already dead
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if( GAMESTATE->m_PlayMode == PLAY_MODE_CPU_BATTLE && GAMESTATE->m_fOpponentHealthPercent==0 )
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return;
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GAMESTATE->LaunchAttack( pnToAttack, a );
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float fPercentHealthToDrain = (a.level+1) / 10.f;
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