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- New: if KNOWN_NPCS_DIFFERENT_MAPCOLOUR is TRUE, friendly NPCs known to the player are displayed in dark blue to easier differentiate them from normal civilians
- cleaned up DrawSelectedUIAboveGuy() - Fix: missing header - when jumping through windows, damage received is somewhat randomized git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7221 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+3
-1
@@ -1355,6 +1355,9 @@ void LoadGameExternalOptions()
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//legion by Jazz
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gGameExternalOptions.fIndividualHiddenPersonNames = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_HIDDEN_PERSON_NAMES", FALSE);
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// Flugente
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gGameExternalOptions.fKnownNPCsUseDifferentColour = iniReader.ReadBoolean("Tactical Gameplay Settings", "KNOWN_NPCS_DIFFERENT_MAPCOLOUR", FALSE );
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//Enemy Names by Jazz
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gGameExternalOptions.fEnemyNames = iniReader.ReadBoolean("Tactical Gameplay Settings","INDIVIDUAL_ENEMY_NAMES",FALSE);
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@@ -1368,7 +1371,6 @@ void LoadGameExternalOptions()
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gGameExternalOptions.ubShowEnemyRankIcon = iniReader.ReadInteger("Tactical Gameplay Settings","SHOW_ENEMY_RANK_ICON", 0, 0, 2);
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// Flugente: soldier profiles
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if (!is_networked)
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gGameExternalOptions.fSoldierProfiles_Enemy = iniReader.ReadBoolean("Tactical Gameplay Settings", "SOLDIER_PROFILES_ENEMY", TRUE);
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else
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@@ -1221,6 +1221,9 @@ typedef struct
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//legion by Jazz
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BOOLEAN fIndividualHiddenPersonNames;
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// Flugente: display NPCs we know of in a different colour on the sector and radar map
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BOOLEAN fKnownNPCsUseDifferentColour;
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//SAveGame Slot by Jazz
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BOOLEAN fSaveGameSlot;
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@@ -144,6 +144,7 @@
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#include "connect.h"
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#include "Map Screen Interface Map Inventory.h"//dnl ch51 081009
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#include "Sys Globals.h"//dnl ch74 201013
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#include "Ambient Control.h" // added by Flugente for HandleNewSectorAmbience(...)
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/////////////////////////////////////////////////////
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//
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+44
-118
@@ -1965,16 +1965,15 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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{
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// target tile cover
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CalculateCoverForSoldier( pSoldier, usMapPos, gsInterfaceLevel, cover );
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showCover = CoverColorCode( cover, color8, color16 );
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SetFontForeground( (UINT8)color8 );
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}
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else
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{
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// merc's cover
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CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
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showCover = CoverColorCode( cover, color8, color16 );
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SetFontForeground( (UINT8)color8 );
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CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
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}
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showCover = CoverColorCode( cover, color8, color16 );
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SetFontForeground( (UINT8)color8 );
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}
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else
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{
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@@ -2025,7 +2024,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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mprintf( sX, sY, NameStr );
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fRaiseName = TRUE;
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}
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else if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bAssignment < ON_DUTY && pSoldier->bAssignment != CurrentSquad() && !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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else if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bAssignment < ON_DUTY && pSoldier->bAssignment != CurrentSquad() && !( pSoldier->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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{
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if ( gGameExternalOptions.fUseXMLSquadNames )
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swprintf( NameStr, SquadNames[ pSoldier->bAssignment ].squadname );
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@@ -2056,80 +2055,29 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if ( fDoName )
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{
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if ( fRaiseName )
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//legion2 jazz
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if ( pSoldier->ubBodyType == ROBOTNOWEAPON && pSoldier->bTeam == ENEMY_TEAM )
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{
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//legion2 jazz
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if (pSoldier->ubBodyType == ROBOTNOWEAPON && pSoldier->bTeam == ENEMY_TEAM )
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{
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swprintf( NameStr, zGrod[0] );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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swprintf( NameStr,L"???" );
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}
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else
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{
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swprintf( NameStr, L"%s", pSoldier->name );
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}
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//Legion
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if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
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{
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swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
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//swprintf( NameStr, pVehicleStrings[4] );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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swprintf( NameStr,L"???" );
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}
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else
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{
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swprintf( NameStr, L"%s", pSoldier->name );
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}
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//-------
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//swprintf( NameStr, L"%s", pSoldier->name );
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos - 10 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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swprintf( NameStr, zGrod[0] );
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}
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//Legion
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else if ( pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW )
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{
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swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
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}
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else if ( zHiddenNames[pSoldier->ubProfile].Hidden == TRUE )
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{
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swprintf( NameStr, L"???" );
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}
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else
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{
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//legion Jazz
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if (pSoldier->ubBodyType == ROBOTNOWEAPON && pSoldier->bTeam == ENEMY_TEAM )
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{
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swprintf( NameStr, zGrod[0] );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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swprintf( NameStr,L"???" );
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}
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else
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{
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swprintf( NameStr, L"%s", pSoldier->name );
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}
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//Legion
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if (pSoldier->ubBodyType == TANK_NE || pSoldier->ubBodyType == TANK_NW)
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{
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//swprintf( NameStr, pVehicleStrings[4] );
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swprintf( NameStr, gNewVehicle[164].NewVehicleStrings );
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}
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else if (zHiddenNames[pSoldier->ubProfile].Hidden == TRUE)
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{
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swprintf( NameStr,L"???" );
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}
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else
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{
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wprintf( NameStr, L"%s", pSoldier->name );
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}
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//---------------
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//swprintf( NameStr, L"%s", pSoldier->name );
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FindFontCenterCoordinates( sXPos, sYPos, (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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swprintf( NameStr, L"%s", pSoldier->name );
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}
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INT16 sNameY = fRaiseName ? sYPos - 10 : sYPos;
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FindFontCenterCoordinates( sXPos, sNameY, (INT16)(80), 1, NameStr, TINYFONT1, &sX, &sY );
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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}
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// if ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON || RPC_RECRUITED( pSoldier ) || AM_AN_EPC( pSoldier ) || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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@@ -2204,7 +2152,6 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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DrawBarsInUIBox( pSoldier, (INT16)(sXPos -1), (INT16)(sYPos ), 16, 1, 3 );
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}
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}
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}
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}
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else // ( pSoldier->ubProfile < FIRST_RPC || pSoldier->ubProfile >= GASTON ||
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@@ -2241,9 +2188,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if ( gGameExternalOptions.fSoldierProfiles_Enemy && pSoldier->usSoldierProfile )
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{
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swprintf(NameStr, pSoldier->GetName());
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 20 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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@@ -2259,9 +2204,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if ( pSoldier->sSectorX == zEnemyName[iCounter2].SectorX && pSoldier->sSectorY == zEnemyName[iCounter2].SectorY )
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{
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swprintf(NameStr, zEnemyName[iCounter2].szCurGroup);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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//legion2
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@@ -2283,9 +2226,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if ( zEnemyRank[iCounter2].Stats == 0 && pSoldier->stats.bExpLevel == zEnemyRank[iCounter2].ExpLevel )
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{
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swprintf(NameStr, zEnemyRank[iCounter2].szCurRank);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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//legion2
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@@ -2304,9 +2245,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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{
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// get a proper chaos name
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swprintf(NameStr, pSoldier->GetName());
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 20 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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@@ -2318,9 +2257,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if (zCivGroupName[pSoldier->ubCivilianGroup].Enabled == 1)
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{
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swprintf(NameStr, zCivGroupName[pSoldier->ubCivilianGroup].szCurGroup);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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//legion2
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@@ -2342,15 +2279,15 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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// sevenfm: fix for overlapping with SHOW_ENEMY_WEAPON feature
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if( !gGameExternalOptions.fShowEnemyWeapon || !gfUIFullTargetFound )
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{
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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swprintf( NameStr, gzLateLocalizedString[ 15 ] );
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swprintf( NameStr, gzLateLocalizedString[ 15 ] );
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FindFontCenterCoordinates( sXPos, (INT16)(sYPos + 10), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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}
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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}
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}
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pStr = GetSoldierHealthString( pSoldier );
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@@ -2359,7 +2296,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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extern void SoldierTooltip(SOLDIERTYPE*);
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//if ( gGameExternalOptions.gfAllowSoldierToolTips ) // changed by SANDRO
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if ( gGameSettings.fOptions[TOPTION_ALLOW_SOLDIER_TOOLTIPS] )
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SoldierTooltip(pSoldier);
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SoldierTooltip(pSoldier);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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@@ -2378,8 +2315,6 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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swprintf(NameStr, pSoldier->name);
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// Display name
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_MCOLOR_WHITE );
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//legion2
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@@ -2396,9 +2331,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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{
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// get a proper chaos name
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swprintf(NameStr, pSoldier->GetName());
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 20 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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@@ -2414,9 +2347,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if ( pSoldier->sSectorX == zEnemyName[iCounter2].SectorX && pSoldier->sSectorY == zEnemyName[iCounter2].SectorY )
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{
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swprintf(NameStr, zEnemyName[iCounter2].szCurGroup);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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//legion2
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@@ -2429,6 +2360,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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}
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}
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}
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if (gGameExternalOptions.fEnemyRank == TRUE)
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{
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for( iCounter2 = 1; iCounter2 < 11; ++iCounter2 )
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@@ -2439,14 +2371,11 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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{
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swprintf(NameStr, zEnemyRank[iCounter2].szCurRank);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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// need to adjust sYPos because default position already occupied by the name
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if ( gGameExternalOptions.fSoldierProfiles_Enemy && pSoldier->usSoldierProfile || gGameExternalOptions.fEnemyNames )
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 10 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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// use default position for text
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else
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 20 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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@@ -2468,15 +2397,13 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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ShowEnemyHealthBar( sX, sY, pSoldier );
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ShowAdditionalInfo( sX, sY, pSoldier );
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ShowRankIcon( sXPos, sYPos, pSoldier );
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}
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}
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// Flugente: soldier profiles
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else if ( pSoldier->bTeam == MILITIA_TEAM && gGameExternalOptions.fSoldierProfiles_Militia && pSoldier->usSoldierProfile )
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{
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// get a proper chaos name
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// get a proper name
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swprintf(NameStr, pSoldier->GetName());
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos + 20 ), (INT16)(80 ), 1, NameStr, TINYFONT1, &sX, &sY );
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@@ -2488,9 +2415,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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if (zCivGroupName[pSoldier->ubCivilianGroup].Enabled == 1)
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{
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swprintf(NameStr, zCivGroupName[pSoldier->ubCivilianGroup].szCurGroup);
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_YELLOW );
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//legion2
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@@ -2498,6 +2423,7 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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gprintfdirty( sX, sY, NameStr );
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mprintf( sX, sY, NameStr );
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}
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// sevenfm: show weapon name and additional info
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FindFontCenterCoordinates( sXPos, (INT16)( sYPos ), (INT16)(80 ), 1, L"", TINYFONT1, &sX, &sY );
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ShowEnemyWeapon( sX, sY, pSoldier );
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@@ -9316,7 +9316,7 @@ void SOLDIERTYPE::BeginSoldierClimbWindow( void )
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WindowHit( sNewGridNo, pStructure->usStructureID, (this->ubDirection == SOUTH || this->ubDirection == EAST), TRUE );
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// we get a bit of damage for jumping through a window
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this->SoldierTakeDamage( 0, 1, 0, 1000, TAKE_DAMAGE_ELECTRICITY, NOBODY, sNewGridNo, 0, TRUE );
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this->SoldierTakeDamage( 0, 2 + Random(4), 0, 1000, TAKE_DAMAGE_ELECTRICITY, NOBODY, sNewGridNo, 0, TRUE );
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}
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}
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}
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@@ -636,11 +636,15 @@ void RenderRadarScreen( )
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else
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{
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usLineColor = Get16BPPColor( gTacticalStatus.Team[ pSoldier->bTeam ].RadarColor );
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// Override civ team with red if hostile...
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if ( pSoldier->bTeam == CIV_TEAM && !pSoldier->aiData.bNeutral && ( pSoldier->bSide != gbPlayerNum ) )
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if ( pSoldier->bTeam == CIV_TEAM )
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{
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// Override civ team with red if hostile...
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if ( pSoldier->bSide != gbPlayerNum && !pSoldier->aiData.bNeutral )
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usLineColor = Get16BPPColor( FROMRGB( 255, 0, 0 ) );
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// if uncovered, different colour (so the player doesn't have to search for us)
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else if ( gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
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usLineColor = Get16BPPColor( FROMRGB( 0, 0, 255 ) );
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}
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// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
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@@ -1578,6 +1578,8 @@ void RenderOverheadOverlays()
|
||||
// Flugente: if we are a (still covert) enemy assassin, colour us like militia, so that the player wont notice us
|
||||
if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
|
||||
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
|
||||
else if ( pSoldier->bTeam == CIV_TEAM && gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->aiData.bNeutral && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
|
||||
Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, PLAYER_PLAN );
|
||||
else
|
||||
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
|
||||
|
||||
@@ -1628,6 +1630,7 @@ void RenderOverheadOverlays()
|
||||
Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
|
||||
RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
|
||||
}
|
||||
|
||||
if( ubPassengers )
|
||||
{
|
||||
SetFont( SMALLCOMPFONT );
|
||||
@@ -1640,13 +1643,11 @@ void RenderOverheadOverlays()
|
||||
//ITEMS OVERLAY
|
||||
if( !gfTacticalPlacementGUIActive )
|
||||
{
|
||||
for( i = 0 ; i < guiNumWorldItems; i++ )
|
||||
for( i = 0 ; i < guiNumWorldItems; ++i )
|
||||
{
|
||||
pWorldItem = &gWorldItems[ i ];
|
||||
if( !pWorldItem || !pWorldItem->fExists || pWorldItem->bVisible != VISIBLE && !(gTacticalStatus.uiFlags & SHOW_ALL_ITEMS) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!GetOverheadScreenXYFromGridNo(pWorldItem->sGridNo, &sX, &sY))//dnl ch45 041009
|
||||
continue;
|
||||
@@ -1704,7 +1705,6 @@ void RenderOverheadOverlays()
|
||||
PixelDraw( FALSE, sX, sY, usLineColor, pDestBuf );
|
||||
|
||||
InvalidateRegion( sX, sY, (INT16)( sX + 1 ), (INT16)( sY + 1 ) );
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user