mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New feature: spawn extra civilians via Lua, see also http://thepit.ja-galaxy-forum.com/index.php?t=tree&th=22998&goto=344843&#msg_344843
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8132 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1458,6 +1458,9 @@ void LoadGameExternalOptions()
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// Neutral civilians can detect and avoid player's mines
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gGameExternalOptions.bNeutralCiviliansAvoidPlayerMines = iniReader.ReadBoolean("Tactical Interface Settings","CIVILIANS_AVOID_PLAYER_MINES",FALSE);
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// can extra civilians be created via LUA?
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gGameExternalOptions.bExtraCivilians = iniReader.ReadBoolean( "Tactical Interface Settings", "ALLOW_EXTRA_CIVILIANS", FALSE );
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// Add smoke after regular explosions
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gGameExternalOptions.bAddSmokeAfterExplosion = iniReader.ReadBoolean("Tactical Interface Settings","ADD_SMOKE_AFTER_EXPLOSION",FALSE);
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@@ -798,6 +798,7 @@ typedef struct
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BOOLEAN bAllowWearSuppressor;
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BOOLEAN bLazyCivilians;
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BOOLEAN bNeutralCiviliansAvoidPlayerMines; //sevenfm: Neutral civilians can detect mines with MAPELEMENT_PLAYER_MINE_PRESENT flag set
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BOOLEAN bExtraCivilians; // Flugente: add civilians via LUA
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BOOLEAN bAddSmokeAfterExplosion;
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BOOLEAN bAllowExplosiveAttachments;
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BOOLEAN bAllowSpecialExplosiveAttachments;
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@@ -21,55 +21,11 @@
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#include "WCheck.h"
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#include "Animation Data.h"
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#include "GameSettings.h"
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#include "Soldier Create.h" // added by Flugente for enums
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#endif
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#include "IMP Confirm.h"
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enum
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{
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PINKSKIN,
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TANSKIN,
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DARKSKIN,
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BLACKSKIN,
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NUMSKINS
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};
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enum
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{
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BROWNHEAD,
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BLACKHEAD,
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WHITEHEAD,
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BLONDHEAD,
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REDHEAD,
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NUMHEADS
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};
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enum
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{
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WHITEVEST,
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GYELLOWSHIRT,
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YELLOWVEST,
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GREYVEST,
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BROWNVEST,
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PURPLESHIRT,
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BLUEVEST,
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JEANVEST,
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GREENVEST,
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REDVEST,
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BLACKSHIRT,
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NUMSHIRTS
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};
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enum
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{
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BLUEPANTS,
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BLACKPANTS,
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JEANPANTS,
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TANPANTS,
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BEIGEPANTS,
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GREENPANTS,
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NUMPANTS
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};
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// Skin colors
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/*STR16 sSkinTexts[]={
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L"Pink Skin",
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@@ -845,6 +845,7 @@ static int l_ResetBoxers( lua_State *L );
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static int l_AddVolunteers( lua_State *L );
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static int l_CreateArmedCivilain( lua_State *L );
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static int l_CreateCivilian( lua_State *L );
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static int l_BuildFortification( lua_State *L );
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static int l_RemoveFortification( lua_State *L );
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@@ -1706,6 +1707,7 @@ void IniFunction(lua_State *L, BOOLEAN bQuests )
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lua_register( L, "AddVolunteers", l_AddVolunteers );
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lua_register(L, "CreateArmedCivilain", l_CreateArmedCivilain );
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lua_register( L, "CreateCivilian", l_CreateCivilian );
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lua_register( L, "BuildFortification", l_BuildFortification );
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lua_register( L, "RemoveFortification", l_RemoveFortification );
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@@ -2653,7 +2655,7 @@ void LuaRecruitRPCAdditionalHandling( UINT8 usProfile )
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LuaFunction( _LS.L, "RecruitRPCAdditionalHandling" ).Param<int>( usProfile ).Call( 1 );
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}
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled )
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{
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const char* filename = "scripts\\strategicmap.lua";
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@@ -2665,12 +2667,13 @@ void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ
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lua_register( _LS.L( ), "SECTOR", l_SECTOR );
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lua_register( _LS.L( ), "GetFact", l_GetFact );
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lua_register( _LS.L( ), "SetFact", l_SetFact );
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lua_register( _LS.L( ), "CreateCivilian", l_CreateCivilian );
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IniFunction( _LS.L( ), TRUE );
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IniGlobalGameSetting( _LS.L( ) );
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SGP_THROW_IFFALSE( _LS.L.EvalFile( filename ), _BS( "Cannot open file: " ) << filename << _BS::cget );
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LuaFunction( _LS.L, "HandleSectorTacticalEntry" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Call( 3 );
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LuaFunction( _LS.L, "HandleSectorTacticalEntry" ).Param<int>( sSectorX ).Param<int>( sSectorY ).Param<int>( bSectorZ ).Param<bool>( fHasEverBeenPlayerControlled ).Call( 4 );
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}
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BOOLEAN LetLuaGameInit(UINT8 Init)
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@@ -13038,7 +13041,7 @@ static int l_AddVolunteers( lua_State *L )
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static int l_CreateArmedCivilain( lua_State *L )
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{
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if ( lua_gettop( L ) )
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if ( lua_gettop( L ) >= 4 )
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{
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UINT8 usCivilianGroup = lua_tointeger( L, 1 );
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UINT8 usSoldierClass = lua_tointeger( L, 2 );
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@@ -13074,6 +13077,37 @@ static int l_CreateArmedCivilain( lua_State *L )
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return 0;
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}
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static int l_CreateCivilian( lua_State *L )
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{
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if ( lua_gettop( L ) >= 11 )
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{
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INT32 sGridNo = lua_tointeger( L, 1 );
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UINT8 usCivilianGroup = lua_tointeger( L, 2 );
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INT8 sBodyType = lua_tointeger( L, 3 );
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INT8 aVest = lua_tointeger( L, 4 );
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INT8 aPants = lua_tointeger( L, 5 );
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INT8 aHair = lua_tointeger( L, 6 );
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INT8 aSkin = lua_tointeger( L, 7 );
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INT16 item1 = lua_tointeger( L, 8 );
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INT16 item2 = lua_tointeger( L, 9 );
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INT16 item3 = lua_tointeger( L, 10 );
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INT16 item4 = lua_tointeger( L, 11 );
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if ( gGameExternalOptions.bExtraCivilians )
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{
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SOLDIERTYPE* pSoldier = TacticalCreateCivilian( sGridNo, usCivilianGroup, sBodyType, aVest, aPants, aHair, aSkin, item1, item2, item3, item4 );
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if ( pSoldier )
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{
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// So we can see them!
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AllTeamsLookForAll( NO_INTERRUPTS );
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}
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}
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}
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return 0;
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}
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static int l_BuildFortification( lua_State *L )
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{
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if ( lua_gettop( L ) )
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@@ -61,7 +61,7 @@ extern BOOLEAN LuaHandleQuestCodeOnSector( INT16 sSectorX, INT16 sSectorY, INT8
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void LuaHandleSectorLiberation( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fFirstTime );
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void LuaRecruitRPCAdditionalHandling( UINT8 usProfile );
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void LuaHandleSectorTacticalEntry( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fHasEverBeenPlayerControlled );
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extern BOOLEAN LuaHandleDelayedItemsArrival( UINT32 uiReason, UINT8 Init);
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extern BOOLEAN LetLuaHandleNPCSystemEvent( UINT32 uiEvent, UINT8 Init);
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@@ -366,13 +366,13 @@ enum
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VOLUNTEER_CIV_GROUP, // Flugente: civilians that the player recruited
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BOUNTYHUNTER_CIV_GROUP, // Flugente: hostile bounty hunters
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DOWNEDPILOT_CIV_GROUP, // Flugente: downed pilots
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UNNAMED_CIV_GROUP_27,
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UNNAMED_CIV_GROUP_28,
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UNNAMED_CIV_GROUP_29,
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UNNAMED_CIV_GROUP_30,
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UNNAMED_CIV_GROUP_31,
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UNNAMED_CIV_GROUP_32,
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UNNAMED_CIV_GROUP_33,
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SCIENTIST_GROUP, // Flugente: enemy civilian personnel
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RADAR_TECHNICIAN_GROUP,
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AIRPORT_STAFF_GROUP,
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BARRACK_STAFF_GROUP,
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FACTORY_GROUP,
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ADMINISTRATIVE_STAFF_GROUP,
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LOYAL_CIV_GROUP, // civil population deeply loyal to the queen
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UNNAMED_CIV_GROUP_34,
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UNNAMED_CIV_GROUP_35,
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UNNAMED_CIV_GROUP_36,
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+135
-23
@@ -1343,7 +1343,7 @@ BOOLEAN TacticalCopySoldierFromProfile( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STR
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{
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pSoldier->usSoldierFlagMask |= (SOLDIER_COVERT_SOLDIER|SOLDIER_COVERT_NPC_SPECIAL|SOLDIER_NEW_VEST|SOLDIER_NEW_PANTS);
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SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
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SetClothes( pSoldier, Random( NUMSHIRTS ), Random( NUMPANTS ) );
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}
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return( TRUE );
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@@ -1445,41 +1445,67 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin )
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}
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// Flugente: set palettes for vest/shirt
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void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants )
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void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin )
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{
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if ( !pSoldier )
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return;
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// Vest
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if ( aVest >= 0 && aVest < 11 )
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if ( aVest >= 0 && aVest < NUMSHIRTS )
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{
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switch ( aVest )
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{
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case 0: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
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case 1: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
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case 2: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
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case 3: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
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case 4: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
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case 5: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
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case 6: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
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case 7: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
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case 8: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
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case 9: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
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default: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
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case WHITEVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "WHITEVEST" ); break;
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case GYELLOWSHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "GYELLOWSHIRT" ); break;
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case YELLOWVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "YELLOWVEST" ); break;
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case GREYVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "greyVEST" ); break;
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case BROWNVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "BROWNVEST" ); break;
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case PURPLESHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "PURPLESHIRT" ); break;
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case BLUEVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "BLUEVEST" ); break;
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case JEANVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "JEANVEST" ); break;
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case GREENVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "GREENVEST" ); break;
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case REDVEST: SET_PALETTEREP_ID( pSoldier->VestPal, "REDVEST" ); break;
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case BLACKSHIRT: SET_PALETTEREP_ID( pSoldier->VestPal, "BLACKSHIRT" ); break;
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}
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}
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// Pants
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if ( aPants >= 0 && aPants < 6 )
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if ( aPants >= 0 && aPants < NUMPANTS )
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{
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switch ( aPants )
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{
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case 0: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
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case 1: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
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case 2: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
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case 3: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
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case 4: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
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default: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
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case BLUEPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLUEPANTS" ); break;
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case BLACKPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BLACKPANTS" ); break;
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case JEANPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "JEANPANTS" ); break;
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case TANPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "TANPANTS" ); break;
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case BEIGEPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "BEIGEPANTS" ); break;
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case GREENPANTS: SET_PALETTEREP_ID( pSoldier->PantsPal, "GREENPANTS" ); break;
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}
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}
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// Hair
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if ( aHair >= 0 && aHair < NUMHEADS )
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{
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switch ( aHair )
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{
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case BROWNHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BROWNHEAD" ); break;
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case BLACKHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "BLACKHEAD" ); break;
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case WHITEHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "WHITEHEAD" ); break;
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case BLONDEHEAD:SET_PALETTEREP_ID( pSoldier->HeadPal, "BLONDHEAD" ); break;
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case REDHEAD: SET_PALETTEREP_ID( pSoldier->HeadPal, "REDHEAD" ); break;
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}
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}
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// Skin
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if ( aSkin >= 0 && aSkin < NUMSKINS )
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{
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switch ( aSkin )
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{
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case PINKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "PINKSKIN" ); break;
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case TANSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "TANSKIN" ); break;
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case DARKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "DARKSKIN" ); break;
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case BLACKSKIN: SET_PALETTEREP_ID( pSoldier->SkinPal, "BLACKSKIN" ); break;
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}
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}
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}
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@@ -3335,7 +3361,7 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
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pSoldier->aiData.ubNoiseVolume = MAX_MISC_NOISE_DURATION;
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// random clothes
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SetClothes( pSoldier, Random( 11 ), Random( 6 ) );
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SetClothes( pSoldier, Random( NUMSHIRTS ), Random( NUMPANTS ) );
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pSoldier->CreateSoldierPalettes( );
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}
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@@ -3343,6 +3369,92 @@ SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass )
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return(pSoldier);
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}
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SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin, INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 )
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{
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// not in autoresolve!
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if ( guiCurrentScreen == AUTORESOLVE_SCREEN )
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return NULL;
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UINT8 ubID = NOBODY;
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SOLDIERTYPE* pSoldier = NULL;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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MercCreateStruct.initialize( );
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MercCreateStruct.bTeam = CIV_TEAM;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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MercCreateStruct.bSectorZ = gbWorldSectorZ;
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MercCreateStruct.sInsertionGridNo = sGridNo;
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MercCreateStruct.ubDirection = Random( NUM_WORLD_DIRECTIONS );
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while ( sBodyType < 0 || sBodyType >= CRIPPLECIV || (sBodyType >= ADULTFEMALEMONSTER && sBodyType <= QUEENMONSTER) )
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{
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sBodyType = Random( CRIPPLECIV + 1 );
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}
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MercCreateStruct.ubBodyType = sBodyType;
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( sItem1 >= NOTHING )
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{
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CreateItems( (UINT16)(sItem1), (INT8)(80 + Random( 21 )), 1, &gTempObject );
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PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
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}
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if ( sItem2 >= NOTHING )
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{
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CreateItems( (UINT16)(sItem2), (INT8)(80 + Random( 21 )), 1, &gTempObject );
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PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
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}
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if ( sItem3 >= NOTHING )
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{
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CreateItems( (UINT16)(sItem3), (INT8)(80 + Random( 21 )), 1, &gTempObject );
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PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
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}
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if ( sItem4 >= NOTHING )
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{
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CreateItems( (UINT16)(sItem4), (INT8)(80 + Random( 21 )), 1, &gTempObject );
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PlaceObjectInSoldierCreateStruct( &MercCreateStruct, &gTempObject );
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}
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pSoldier = TacticalCreateSoldier( &MercCreateStruct, &ubID );
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if ( pSoldier )
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{
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AddSoldierToSector( pSoldier->ubID );
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// set correct civ group
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pSoldier->ubCivilianGroup = usCivilianGroup;
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|
||||
// make him wear administrator uniform
|
||||
UINT16 usPaletteAnimSurface = LoadSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
|
||||
|
||||
if ( usPaletteAnimSurface != INVALID_ANIMATION_SURFACE )
|
||||
{
|
||||
SetClothes( pSoldier, aVest, aPants, aHair, aSkin );
|
||||
|
||||
// Use palette from HVOBJECT, then use substitution for pants, etc
|
||||
memcpy( pSoldier->p8BPPPalette, gAnimSurfaceDatabase[usPaletteAnimSurface].hVideoObject->pPaletteEntry, sizeof(pSoldier->p8BPPPalette) * 256 );
|
||||
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->HeadPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->VestPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->PantsPal );
|
||||
SetPaletteReplacement( pSoldier->p8BPPPalette, pSoldier->SkinPal );
|
||||
|
||||
pSoldier->CreateSoldierPalettes( );
|
||||
|
||||
// Dirty
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
|
||||
return(pSoldier);
|
||||
}
|
||||
|
||||
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
|
||||
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype)
|
||||
{
|
||||
|
||||
@@ -49,6 +49,33 @@ enum
|
||||
NUMHEADS
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
WHITEVEST,
|
||||
GYELLOWSHIRT,
|
||||
YELLOWVEST,
|
||||
GREYVEST,
|
||||
BROWNVEST,
|
||||
PURPLESHIRT,
|
||||
BLUEVEST,
|
||||
JEANVEST,
|
||||
GREENVEST,
|
||||
REDVEST,
|
||||
BLACKSHIRT,
|
||||
NUMSHIRTS
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
BLUEPANTS,
|
||||
BLACKPANTS,
|
||||
JEANPANTS,
|
||||
TANPANTS,
|
||||
BEIGEPANTS,
|
||||
GREENPANTS,
|
||||
NUMPANTS
|
||||
};
|
||||
|
||||
//Kris: SERIALIZING INFORMATION
|
||||
//All maps must have:
|
||||
// -MAPCREATE_STRUCT
|
||||
@@ -448,6 +475,8 @@ SOLDIERTYPE* TacticalCreateEnemyJeep( );
|
||||
// Flugente: create an armed civilian
|
||||
SOLDIERTYPE* TacticalCreateArmedCivilian( UINT8 usSoldierClass = SOLDIER_CLASS_ARMY );
|
||||
|
||||
SOLDIERTYPE* TacticalCreateCivilian( INT32 sGridNo, UINT8 usCivilianGroup, INT8 sBodyType, INT8 aVest, INT8 aPants, INT8 aHair, INT8 aSkin, INT16 sItem1, INT16 sItem2, INT16 sItem3, INT16 sItem4 );
|
||||
|
||||
// Flugente: assassins are elite soldiers of the civ team that go hostile on a certain event, otherwise they just blend in
|
||||
SOLDIERTYPE* TacticalCreateEnemyAssassin(UINT8 disguisetype);
|
||||
void CreateAssassin(UINT8 disguisetype);
|
||||
@@ -563,6 +592,6 @@ BOOLEAN AssignTraitsToSoldier( SOLDIERTYPE *pSoldier, SOLDIERCREATE_STRUCT *pCre
|
||||
INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
|
||||
|
||||
// Flugente: set palettes for vest/shirt
|
||||
void SetClothes(SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants);
|
||||
void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair = -1, INT8 aSkin = -1 );
|
||||
|
||||
#endif
|
||||
@@ -956,7 +956,20 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
|
||||
|
||||
SectorAddDownedPilot( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
BOOLEAN sectorhaseverbeenplayercontrolled = FALSE;
|
||||
if ( gbWorldSectorZ )
|
||||
{
|
||||
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
if ( pSector && pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins > 0 )
|
||||
{
|
||||
sectorhaseverbeenplayercontrolled = TRUE;
|
||||
}
|
||||
}
|
||||
else
|
||||
sectorhaseverbeenplayercontrolled = SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].fSurfaceWasEverPlayerControlled;
|
||||
|
||||
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, sectorhaseverbeenplayercontrolled );
|
||||
}
|
||||
|
||||
//There aren't any basic placements of desired team, so exit.
|
||||
@@ -1013,7 +1026,20 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
|
||||
|
||||
SectorAddDownedPilot( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
BOOLEAN sectorhaseverbeenplayercontrolled = FALSE;
|
||||
if ( gbWorldSectorZ )
|
||||
{
|
||||
UNDERGROUND_SECTORINFO *pSector = FindUnderGroundSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
|
||||
if ( pSector && pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins > 0 )
|
||||
{
|
||||
sectorhaseverbeenplayercontrolled = TRUE;
|
||||
}
|
||||
}
|
||||
else
|
||||
sectorhaseverbeenplayercontrolled = SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )].fSurfaceWasEverPlayerControlled;
|
||||
|
||||
LuaHandleSectorTacticalEntry( gWorldSectorX, gWorldSectorY, gbWorldSectorZ, sectorhaseverbeenplayercontrolled );
|
||||
}
|
||||
|
||||
return ubNumAdded;
|
||||
|
||||
Reference in New Issue
Block a user