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Use SoldierID
This commit is contained in:
@@ -9185,10 +9185,10 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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usItem = gpItemPointer->usItem;
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// If the target is a robot,
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if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
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if ( ubSoldierID->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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// Charge APs to reload robot!
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sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ ubSoldierID ] );
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sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, ubSoldierID );
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}
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else
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{
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@@ -9208,12 +9208,12 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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// }
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/*
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//if the user just clicked on an arms dealer
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if( IsMercADealer( MercPtrs[ ubSoldierID ]->ubProfile ) )
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if( IsMercADealer( ubSoldierID->ubProfile ) )
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{
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if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) )
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{
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//Enter the shopkeeper interface
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EnterShopKeeperInterfaceScreen( MercPtrs[ ubSoldierID ]->ubProfile );
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EnterShopKeeperInterfaceScreen( ubSoldierID->ubProfile );
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EndItemPointer( );
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}
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@@ -9225,10 +9225,10 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) )
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{
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// If we are a robot, check if this is proper item to reload!
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if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
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if ( ubSoldierID->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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// Check if we can reload robot....
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if ( IsValidAmmoToReloadRobot( MercPtrs[ ubSoldierID ], &gTempObject ) )
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if ( IsValidAmmoToReloadRobot( ubSoldierID, &gTempObject ) )
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{
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INT32 sActionGridNo;
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UINT8 ubDirection;
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@@ -9236,7 +9236,7 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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// Walk up to him and reload!
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// See if we can get there to stab
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sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, MercPtrs[ ubSoldierID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, ubSoldierID->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo != -1 && gbItemPointerSrcSlot != NO_SLOT )
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{
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@@ -9279,16 +9279,16 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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//if (gbItemPointerSrcSlot != NO_SLOT )
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{
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// Give guy this item.....
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SoldierGiveItem( gpItemPointerSoldier, MercPtrs[ ubSoldierID ], &gTempObject, gbItemPointerSrcSlot );
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SoldierGiveItem( gpItemPointerSoldier, ubSoldierID, &gTempObject, gbItemPointerSrcSlot );
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gfDontChargeAPsToPickup = FALSE;
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EndItemPointer( );
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// If we are giving it to somebody not on our team....
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if ( gMercProfiles[MercPtrs[ubSoldierID]->ubProfile].Type == PROFILETYPE_AIM ||
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gMercProfiles[MercPtrs[ubSoldierID]->ubProfile].Type == PROFILETYPE_MERC ||
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gMercProfiles[MercPtrs[ubSoldierID]->ubProfile].Type == PROFILETYPE_IMP
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|| RPC_RECRUITED( MercPtrs[ubSoldierID] ) )
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if ( gMercProfiles[ubSoldierID->ubProfile].Type == PROFILETYPE_AIM ||
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gMercProfiles[ubSoldierID->ubProfile].Type == PROFILETYPE_MERC ||
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gMercProfiles[ubSoldierID->ubProfile].Type == PROFILETYPE_IMP
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|| RPC_RECRUITED( ubSoldierID ) )
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{
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}
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@@ -10533,7 +10533,7 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT32 uiItemPos;
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UINT32 iItemCap;
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INT32 ubID;
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SoldierID ubID;
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CHAR16 sString[ 128 ];
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uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
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@@ -10625,11 +10625,11 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
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fTeamPanelDirty=TRUE;
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// remember which gridno the object came from
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sObjectSourceGridNo = MercPtrs[ubID]->sGridNo;
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sObjectSourceGridNo = ubID->sGridNo;
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// and who owned it last
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gpItemPointerSoldier = MercPtrs[ubID];
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gpItemPointerSoldier = ubID;
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ReevaluateItemHatches( MercPtrs[ubID], FALSE );
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ReevaluateItemHatches( ubID, FALSE );
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}
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//Dirty interface
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