@@ -191,12 +191,6 @@ procedure critter_p_proc begin
191191 end
192192 end
193193 else if (self_can_see_dude and dude_inside_bank) then begin
194- /*if (dude_is_sneaking) then begin
195- if (local_var(LVAR_Warned) == 0) then begin
196- call Node011;
197- end
198- end
199- else */
200194 if (critter_is_armed(dude_obj)) then begin
201195 if (local_var(LVAR_Gun) == 0) then begin
202196 call Node012;
@@ -224,9 +218,6 @@ procedure damage_p_proc begin
224218 if (source_obj == dude_obj) then begin
225219 set_local_var(LVAR_Personal_Enemy,1);
226220 set_global_var( GVAR_ENEMY_BANK_GUARDS, 1 );
227- // Don't set to Enemy of Broken Hills or else Jailbreak would
228- // cause entire city to hate me.
229- //set_global_var(GVAR_ENEMY_BROKEN_HILLS,1);
230221 end
231222
232223end
@@ -261,11 +252,6 @@ procedure talk_p_proc begin
261252 end
262253 else if ( (global_var(GVAR_BH_JAIL) == JAIL_STEALTH) and (global_var(GVAR_BH_CONSPIRACY) != CONSPIRACY_BROKEN_DOUBLECROSS) ) then //added GVAR_BH_CONSPIRACY - killap
263254 call Node015;
264- /*
265- else if ( (dude_is_sneaking) and (global_var(GVAR_BH_JAIL) != JAIL_CHARISMA) ) then begin
266- call Node011;
267- end
268- */
269255 else begin
270256 start_gdialog(NAME,self_obj,4,-1,-1);
271257 gSay_Start;
@@ -459,26 +445,10 @@ end
459445
460446procedure Node008 begin
461447 variable item;
462- //variable item2;
463- //variable itemCount;
464- //variable dummy;
465-
466448 set_global_var(GVAR_BH_JAIL, JAIL_CHARISMA);
467449
468- // Remove jail key from Guard's inventory. If there isn't
469- // one there, screw it and create a new one.
470- //itemCount := obj_is_carrying_obj_pid( self_obj, PID_CELL_DOOR_KEY );
471- //if( itemCount > 0 ) then begin
472- // item := obj_carrying_pid_obj( self_obj, PID_CELL_DOOR_KEY );
473- // dummy := rm_mult_objs_from_inven( self_obj, item, itemCount );
474- // destroy_object(item); //added by killap
475- //end
476-
477450 // Give the key to the player
478- //item2:=create_object(PID_CELL_DOOR_KEY,0,0);
479- //add_obj_to_inven(dude_obj,item2);
480-
481- //changed by killap (expansion) - he no longer always gives you a key even if he is not carrying one
451+ // Changed by killap (expansion) - he no longer always gives you a key even if he is not carrying one
482452 if ((self_item_count(PID_CELL_DOOR_KEY))) then begin
483453 item:=self_item(PID_CELL_DOOR_KEY);
484454 rm_obj_from_inven(self_obj,item);
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