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bug fixes from Overhaul:
- Data type changes - Templates removed git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -590,7 +590,7 @@ void DisplayHiddenTurnbased( SOLDIERTYPE * pActingSoldier )
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//JA2Gold: use function to make sure flags turned off everywhere else
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//pActingSoldier->uiStatusFlags |= SOLDIER_UNDERAICONTROL;
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SetSoldierAsUnderAiControl( pActingSoldier );
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DebugAI( (STR)String( "Giving AI control to %d", pActingSoldier->ubID ) );
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DebugAI( String( "Giving AI control to %d", pActingSoldier->ubID ) );
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pActingSoldier->fTurnInProgress = TRUE;
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gTacticalStatus.uiTimeSinceMercAIStart = GetJA2Clock();
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@@ -675,7 +675,7 @@ void StartInterrupt( void )
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if (pSoldier->bTeam == OUR_TEAM)
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{
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// start interrupts for everyone on our side at once
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INT16 sTemp[ 255 ];
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CHAR16 sTemp[ 255 ];
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UINT8 ubInterrupters = 0;
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INT32 iSquad, iCounter;
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@@ -716,7 +716,7 @@ void StartInterrupt( void )
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// flush... display string, then clear it (we could have 20 names!)
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// add comma to end, we know we have another person after this...
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wcscat( sTemp, L", " );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, (STR16) sTemp );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sTemp );
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wcscpy( sTemp, L"" );
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ubInterrupters = 1;
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}
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@@ -730,7 +730,7 @@ void StartInterrupt( void )
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}
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}
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, (STR16) sTemp );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, sTemp );
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DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("INTERRUPT: starting interrupt for %d", ubFirstInterrupter ) );
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// gusSelectedSoldier should become the topmost guy on the interrupt list
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@@ -1717,7 +1717,7 @@ void AddToIntList( UINT8 ubID, BOOLEAN fGainControl, BOOLEAN fCommunicate )
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// turn off AI control flag if they lost control
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if (Menptr[ubID].uiStatusFlags & SOLDIER_UNDERAICONTROL)
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{
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DebugAI( (STR)String( "Taking away AI control from %d", ubID ) );
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DebugAI( String( "Taking away AI control from %d", ubID ) );
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Menptr[ubID].uiStatusFlags &= (~SOLDIER_UNDERAICONTROL);
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}
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}
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