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Merge branch 'master' into ExtraMercs
This commit is contained in:
+12
-12
@@ -1561,7 +1561,7 @@ BOOLEAN CanCharacterPatient( SOLDIERTYPE *pSoldier )
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return ( TRUE );
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// Flugente: stats can also be damaged
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if ( !UsingFoodSystem() || ( pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold ) )
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if ( !UsingFoodSystem() || ( pSoldier->bFoodLevel >= FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel >= FoodMoraleMods[FOOD_NORMAL].bThreshold ) )
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{
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if ( pSoldier->usStarveDamageHealth > 0 || pSoldier->usStarveDamageStrength > 0 )
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return ( TRUE );
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@@ -3348,7 +3348,7 @@ UINT8 CalculateRepairPointsForRepairman(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts
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}
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// can't repair at all without a toolkit
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if (!Item[pSoldier->inv[HANDPOS].usItem].toolkit )
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if (!ItemIsToolkit(pSoldier->inv[HANDPOS].usItem))
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{
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*pusMaxPts = 0;
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return(0);
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@@ -4062,7 +4062,7 @@ UINT16 ToolKitPoints(SOLDIERTYPE *pSoldier)
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// CHRISL: Changed to dynamically determine max inventory locations.
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for (int ubPocket=HANDPOS; ubPocket < NUM_INV_SLOTS; ++ubPocket)
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{
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if( Item[pSoldier->inv[ ubPocket ].usItem].toolkit )
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if(ItemIsToolkit(pSoldier->inv[ ubPocket ].usItem))
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{
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usKitpts += TotalPoints( &( pSoldier->inv[ ubPocket ] ) );
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}
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@@ -5137,7 +5137,7 @@ void DoActualRepair( SOLDIERTYPE * pSoldier, UINT16 usItem, INT16 * pbStatus, IN
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// repairs on electronic items take twice as long if the guy doesn't have the skill
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// Technician/Electronic traits - repairing electronic items - SANDRO
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if ( Item[ usItem ].electronic )
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if (ItemIsElectronic(usItem))
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{
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if (gGameOptions.fNewTraitSystem)
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{
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@@ -5744,7 +5744,7 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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BOOLEAN IsItemRepairable(SOLDIERTYPE* pSoldier, UINT16 usItem, INT16 bStatus, INT16 bThreshold )
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{
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// check to see if item can/needs to be repaired
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if ( ( bStatus < 100) && ( Item[ usItem ].repairable ) )
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if ( ( bStatus < 100) && ItemIsRepairable(usItem) )
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{
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if ( gGameExternalOptions.fAdvRepairSystem )
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{
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@@ -10458,7 +10458,7 @@ BOOLEAN MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
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INT8 bPocket = 0, bonus = -101, bToolkitPocket = NO_SLOT;
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// if there isn't a toolkit in his hand
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if( Item[pSoldier->inv[ HANDPOS].usItem].toolkit )
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if(ItemIsToolkit(pSoldier->inv[ HANDPOS].usItem))
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{
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bonus = Item[pSoldier->inv[ HANDPOS].usItem].RepairModifier;
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bToolkitPocket = HANDPOS;
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@@ -10468,7 +10468,7 @@ BOOLEAN MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
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// CHRISL: Changed to dynamically determine max inventory locations.
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for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
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{
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if( Item[pSoldier->inv[ bPocket ].usItem].toolkit && Item[pSoldier->inv[ bPocket ].usItem].RepairModifier > bonus)
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if(ItemIsToolkit(pSoldier->inv[ bPocket ].usItem) && Item[pSoldier->inv[ bPocket ].usItem].RepairModifier > bonus)
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{
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bonus = Item[pSoldier->inv[ bPocket ].usItem].RepairModifier;
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bToolkitPocket = bPocket;
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@@ -10502,7 +10502,7 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier , bool bAllow1stAidKit)
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fTeamPanelDirty = TRUE;
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// if there is a MEDICAL BAG in his hand, we're set
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if ( Item[pSoldier->inv[ HANDPOS ].usItem].medicalkit )
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if (ItemIsMedicalKit(pSoldier->inv[ HANDPOS ].usItem))
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{
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return(TRUE);
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}
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@@ -10510,7 +10510,7 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier , bool bAllow1stAidKit)
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// run through rest of inventory looking 1st for MEDICAL BAGS, swap the first one into hand if found
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for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
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{
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if ( Item[pSoldier->inv[ bPocket ].usItem].medicalkit )
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if (ItemIsMedicalKit(pSoldier->inv[ bPocket ].usItem))
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{
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medkit_found = true;
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can_swap = true;
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@@ -10578,7 +10578,7 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier , bool bAllow1stAidKit)
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return FALSE;
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// we didn't find a medical bag, so settle for a FIRST AID KIT
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if ( Item[pSoldier->inv[ HANDPOS ].usItem].firstaidkit )
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if (ItemIsFirstAidKit(pSoldier->inv[ HANDPOS ].usItem))
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{
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return(TRUE);
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}
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@@ -10587,10 +10587,10 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier , bool bAllow1stAidKit)
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// CHRISL: Changed to dynamically determine max inventory locations.
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for (bPocket = SECONDHANDPOS; bPocket < NUM_INV_SLOTS; ++bPocket)
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{
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if ( Item[pSoldier->inv[ bPocket ].usItem].firstaidkit )
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if (ItemIsFirstAidKit(pSoldier->inv[ bPocket ].usItem))
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{
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// CHRISL: This needs to start with the first "non-big" pocket.
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if( ( Item[ pSoldier -> inv[ HANDPOS ].usItem ].twohanded ) && ( bPocket >= SMALLPOCKSTART ) )
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if( (ItemIsTwoHanded(pSoldier->inv[HANDPOS].usItem) && (bPocket >= SMALLPOCKSTART)))
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{
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// first move from hand to second hand
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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