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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
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@@ -1578,6 +1578,8 @@ void RenderOverheadOverlays()
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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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if ( pSoldier->usSoldierFlagMask & SOLDIER_ASSASSIN && pSoldier->usSoldierFlagMask & SOLDIER_COVERT_SOLDIER )
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, MILITIA_TEAM );
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else if ( pSoldier->bTeam == CIV_TEAM && gGameExternalOptions.fKnownNPCsUseDifferentColour && pSoldier->aiData.bNeutral && pSoldier->ubProfile != NO_PROFILE && !zHiddenNames[pSoldier->ubProfile].Hidden )
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Blt8BPPDataTo16BPPBufferTransparent( (UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, PLAYER_PLAN );
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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@@ -1628,6 +1630,7 @@ void RenderOverheadOverlays()
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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if( ubPassengers )
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{
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SetFont( SMALLCOMPFONT );
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@@ -1640,13 +1643,11 @@ void RenderOverheadOverlays()
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//ITEMS OVERLAY
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if( !gfTacticalPlacementGUIActive )
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{
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for( i = 0 ; i < guiNumWorldItems; i++ )
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for( i = 0 ; i < guiNumWorldItems; ++i )
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{
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pWorldItem = &gWorldItems[ i ];
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if( !pWorldItem || !pWorldItem->fExists || pWorldItem->bVisible != VISIBLE && !(gTacticalStatus.uiFlags & SHOW_ALL_ITEMS) )
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{
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continue;
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}
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if(!GetOverheadScreenXYFromGridNo(pWorldItem->sGridNo, &sX, &sY))//dnl ch45 041009
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continue;
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@@ -1704,7 +1705,6 @@ void RenderOverheadOverlays()
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PixelDraw( FALSE, sX, sY, usLineColor, pDestBuf );
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InvalidateRegion( sX, sY, (INT16)( sX + 1 ), (INT16)( sY + 1 ) );
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}
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}
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