mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
minor code cleanup
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8393 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -15358,14 +15358,14 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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TakeSoldierOutOfVehicle( pSoldier );
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TakeSoldierOutOfVehicle( pSoldier );
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}
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}
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if( ( pSoldier->bAssignment != ASSIGNMENT_HOSPITAL ) )
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if ( (pSoldier->bAssignment != bAssignment) )
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{
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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}
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RebuildCurrentSquad( );
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RebuildCurrentSquad( );
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_HOSPITAL );
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ChangeSoldiersAssignment( pSoldier, bAssignment );
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AssignMercToAMovementGroup( pSoldier );
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AssignMercToAMovementGroup( pSoldier );
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}
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}
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@@ -16029,15 +16029,7 @@ BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sS
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{
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{
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INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
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INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
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if ( bSAMCondition < 100 )
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return (bSAMCondition < 100);
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{
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return( TRUE );
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}
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else
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{
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// it's not broken at all, or it's beyond repair
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return( FALSE );
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}
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}
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}
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}
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}
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@@ -4864,31 +4864,27 @@ return 1;
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static int l_NumWoundedMercsNearby(lua_State *L)
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static int l_NumWoundedMercsNearby(lua_State *L)
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{
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{
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if ( lua_gettop(L) >= 1 )
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if ( lua_gettop(L) >= 1 )
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{
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{
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INT8 ID = lua_tointeger(L,1);
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UINT8 ID = lua_tointeger(L,1);
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INT8 ID2 = NumWoundedMercsNearby(ID);
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UINT32 ID2 = NumWoundedMercsNearby( ID );
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lua_pushinteger(L, ID2);
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lua_pushinteger(L, ID2);
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}
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}
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return 1;
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return 1;
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}
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}
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static int l_gubFact(lua_State *L)
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static int l_gubFact(lua_State *L)
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{
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{
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if ( lua_gettop(L) >= 2 )
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if ( lua_gettop(L) >= 2 )
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{
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{
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UINT32 Fact = lua_tointeger(L,1);
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UINT32 Fact = lua_tointeger(L,1);
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BOOLEAN Bool = lua_toboolean(L,2);
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BOOLEAN Bool = lua_toboolean(L,2);
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gubFact[Fact] = Bool;
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gubFact[Fact] = Bool;
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}
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}
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return 0;
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return 0;
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}
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}
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static int l_CheckPlayerHasHead(lua_State *L)
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static int l_CheckPlayerHasHead(lua_State *L)
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+10
-11
@@ -270,30 +270,29 @@ BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId )
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}
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}
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INT8 NumWoundedMercsNearby( UINT8 ubProfileID )
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UINT32 NumWoundedMercsNearby( UINT8 ubProfileID )
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{
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{
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INT8 bNumber = 0;
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UINT32 bNumber = 0;
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UINT32 uiLoop;
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SOLDIERTYPE* pSoldier;
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SOLDIERTYPE * pNPC;
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SOLDIERTYPE * pSoldier;
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INT32 sGridNo;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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SOLDIERTYPE* pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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if (!pNPC)
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if (!pNPC)
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{
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{
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return( FALSE );
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return( FALSE );
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}
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}
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sGridNo = pNPC->sGridNo;
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for ( uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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INT32 sGridNo = pNPC->sGridNo;
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for ( UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; ++uiLoop )
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{
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{
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pSoldier = MercSlots[ uiLoop ];
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pSoldier = MercSlots[ uiLoop ];
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if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
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if ( pSoldier && pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife > 0 && pSoldier->stats.bLife < pSoldier->stats.bLifeMax && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL
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&& pSoldier->sSectorX == pNPC->sSectorX && pSoldier->sSectorY == pNPC->sSectorY && pSoldier->bSectorZ == pNPC->bSectorZ )
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{
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{
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if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= HOSPITAL_PATIENT_DISTANCE)
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if (PythSpacesAway( sGridNo, pSoldier->sGridNo ) <= HOSPITAL_PATIENT_DISTANCE)
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{
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{
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bNumber++;
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++bNumber;
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}
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}
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}
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}
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}
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}
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+1
-1
@@ -667,7 +667,7 @@ extern BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy );
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extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
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extern BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo );
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extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
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extern BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID );
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extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
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extern BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId );
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extern INT8 NumWoundedMercsNearby( UINT8 ubProfileID );
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extern UINT32 NumWoundedMercsNearby( UINT8 ubProfileID );
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extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
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extern INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist );
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extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
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extern BOOLEAN CheckNPCIsEPC( UINT8 ubProfileID );
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//DBrot: More Rooms
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//DBrot: More Rooms
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@@ -4550,23 +4550,19 @@ UINT32 CalcPatientMedicalCost( SOLDIERTYPE * pSoldier )
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UINT32 CalcMedicalCost( UINT8 ubId )
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UINT32 CalcMedicalCost( UINT8 ubId )
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{
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{
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INT32 cnt;
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UINT32 uiCostSoFar = 0;
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UINT32 uiCostSoFar;
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SOLDIERTYPE* pSoldier;
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INT32 sGridNo = 0;
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SOLDIERTYPE * pSoldier, *pNPC;
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uiCostSoFar = 0;
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// find the doctor's soldiertype to get his position
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// find the doctor's soldiertype to get his position
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pNPC = FindSoldierByProfileID( ubId, FALSE );
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SOLDIERTYPE* pNPC = FindSoldierByProfileID( ubId, FALSE );
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if (!pNPC)
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if (!pNPC)
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{
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{
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return( 0 );
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return( 0 );
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}
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}
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sGridNo = pNPC->sGridNo;
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INT32 sGridNo = pNPC->sGridNo;
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for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++)
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for ( UINT32 cnt = gTacticalStatus.Team[gbPlayerNum].bFirstID; cnt <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++cnt )
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{
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{
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pSoldier = MercPtrs[ cnt ];
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pSoldier = MercPtrs[ cnt ];
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife > 0 && pSoldier->bAssignment != ASSIGNMENT_HOSPITAL )
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@@ -4596,8 +4592,6 @@ BOOLEAN PlayerTeamHasTwoSpotsLeft( )
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return ( CountNonVehiclesOnPlayerTeam() <= OUR_TEAM_SIZE_NO_VEHICLE - 2 );
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return ( CountNonVehiclesOnPlayerTeam() <= OUR_TEAM_SIZE_NO_VEHICLE - 2 );
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}
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}
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void StartDialogueMessageBox( UINT8 ubProfileID, UINT16 usMessageBoxType )
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void StartDialogueMessageBox( UINT8 ubProfileID, UINT16 usMessageBoxType )
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{
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{
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INT32 iTemp;
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INT32 iTemp;
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@@ -4870,84 +4864,49 @@ void DialogueMessageBoxCallBack( UINT8 ubExitValue )
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break;
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break;
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case NPC_ACTION_MEDICAL_REQUESTOR:
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case NPC_ACTION_MEDICAL_REQUESTOR:
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case NPC_ACTION_MEDICAL_REQUESTOR_2:
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case NPC_ACTION_MEDICAL_REQUESTOR_2:
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if (ubProfile == VINCE)
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if ( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR )
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{
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{
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if ( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR )
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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// give the guy the cash
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{
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TriggerNPCRecord( ubProfile, 23 );
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// give the guy the cash
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TriggerNPCRecord( VINCE, 23 );
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}
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else
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{
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// no cash, no help
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TriggerNPCRecord( VINCE, 24 );
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}
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}
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}
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else
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else
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{
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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// no cash, no help
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TriggerNPCRecord( ubProfile, 24 );
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}
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}
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else
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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//HandleNPCDoAction( VINCE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 );
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if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, ubProfile ) )
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{
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{
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//HandleNPCDoAction( VINCE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 );
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TriggerNPCRecord( ubProfile, 26 );
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if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, VINCE) )
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}
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{
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else if ( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, ubProfile ) )
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TriggerNPCRecord( VINCE, 26 );
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{
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}
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TriggerNPCRecord( ubProfile, 25 );
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else if( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, VINCE ) )
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}
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{
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TriggerNPCRecord( VINCE, 25 );
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if ( ubProfile == VINCE )
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}
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giHospitalTempBalance = 0;
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giHospitalTempBalance = 0;
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}
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else
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else
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{
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gMercProfiles[VINCE].iBalance = 0;
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// just don't want the help
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TriggerNPCRecord( VINCE, 34 );
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}
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}
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DeleteTalkingMenu();
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}
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else // Steven Willis
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{
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if( gusDialogueMessageBoxType == NPC_ACTION_MEDICAL_REQUESTOR )
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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{
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// give the guy the cash
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TriggerNPCRecord( STEVE, 23 );
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}
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else
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{
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// no cahs, no help
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TriggerNPCRecord( STEVE, 24 );
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}
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}
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}
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else
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else
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{
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{
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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// just don't want the help
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{
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if ( ubProfile == VINCE )
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//HandleNPCDoAction( STEVE, NPC_ACTION_CHECK_DOCTORING_MONEY_GIVEN, 0 );
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TriggerNPCRecord( ubProfile, 34 );
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if ( CheckFact( FACT_WOUNDED_MERCS_NEARBY, STEVE) )
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{
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TriggerNPCRecord( STEVE, 26 );
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}
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else if( CheckFact( FACT_ONE_WOUNDED_MERC_NEARBY, STEVE ) )
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{
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TriggerNPCRecord( STEVE, 25 );
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}
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gMercProfiles[ VINCE ].iBalance = 0;
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}
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else
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else
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{
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// just don't want the help
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TriggerNPCRecord( STEVE, 30 );
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TriggerNPCRecord( STEVE, 30 );
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}
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}
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}
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DeleteTalkingMenu();
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}
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}
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DeleteTalkingMenu();
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break;
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break;
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case NPC_ACTION_BUY_VEHICLE_REQUESTOR:
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case NPC_ACTION_BUY_VEHICLE_REQUESTOR:
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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if ( ubExitValue == MSG_BOX_RETURN_YES )
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Reference in New Issue
Block a user