mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert Soldier Find.cpp to SoldierID
This commit is contained in:
@@ -272,12 +272,12 @@ extern BOOLEAN gfGetNewPathThroughPeople;
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extern BOOLEAN gfIgnoreOnSelectedGuy;
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extern BOOLEAN gfInOpenDoorMenu;
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BOOLEAN gfUIFullTargetFound;
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UINT32 guiUIFullTargetFlags;
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UINT16 gusUIFullTargetID;
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BOOLEAN gfUISelectiveTargetFound;
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UINT32 guiUISelectiveTargetFlags;
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UINT16 gusUISelectiveTargetID;
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BOOLEAN gfUIFullTargetFound;
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UINT32 guiUIFullTargetFlags;
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SoldierID gusUIFullTargetID;
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BOOLEAN gfUISelectiveTargetFound;
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UINT32 guiUISelectiveTargetFlags;
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SoldierID gusUISelectiveTargetID;
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SOLDIERTYPE *gpRequesterMerc = NULL;
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SOLDIERTYPE *gpRequesterTargetMerc = NULL;
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@@ -268,16 +268,16 @@ extern BOOLEAN gfUIHandlePhysicsTrajectory;
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// GLOBALS FOR FAST LOOKUP FOR FINDING MERCS FROM THE MOUSE
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extern BOOLEAN gfUISelectiveTargetFound;
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extern UINT16 gusUISelectiveTargetID;
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extern UINT32 guiUISelectiveTargetFlags;
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extern BOOLEAN gfUISelectiveTargetFound;
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extern SoldierID gusUISelectiveTargetID;
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extern UINT32 guiUISelectiveTargetFlags;
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extern BOOLEAN gfUIFullTargetFound;
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extern UINT16 gusUIFullTargetID;
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extern UINT32 guiUIFullTargetFlags;
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extern BOOLEAN gfUIFullTargetFound;
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extern SoldierID gusUIFullTargetID;
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extern UINT32 guiUIFullTargetFlags;
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extern BOOLEAN gfUIConfirmExitArrows;
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extern INT32 gsJumpOverGridNo;
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extern INT32 gsJumpOverGridNo;
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extern UINT32 HandleTacticalUI(void);
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extern UINT32 UIHandleEndTurn( UI_EVENT *pUIEvent );
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@@ -382,4 +382,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
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//Legion by Jazz
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void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
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#endif
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#endif
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@@ -5482,7 +5482,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
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INT32 sClosest = -1, sSpot;
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INT32 sCloseGridNo = NOWHERE;
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UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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UINT8 ubDir;
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STRUCTURE *pDoor;
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UINT8 ubWallOrientation;
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@@ -5845,7 +5845,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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INT32 sClosest = -1, sSpot, sSpot2;
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INT32 sCloseGridNo = NOWHERE;
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UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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UINT8 ubDir;
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STRUCTURE *pDoor;
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UINT8 ubWallOrientation;
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+1
-1
@@ -260,7 +260,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
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BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange);
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BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID );
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BOOLEAN IsValidTargetMerc( SoldierID ubSoldierID );
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// FUNCTIONS FOR MANIPULATING MERC SLOTS - A LIST OF ALL ACTIVE MERCS
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INT32 GetFreeMercSlot( );
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+2
-2
@@ -2006,7 +2006,7 @@ void GetAPChargeForShootOrStabWRTGunRaises( SOLDIERTYPE *pSoldier, INT32 sGridNo
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{
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UINT8 ubDirection;
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UINT32 uiMercFlags;
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UINT16 usTargID;
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SoldierID usTargID;
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BOOLEAN fAddingTurningCost = FALSE;
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BOOLEAN fAddingRaiseGunCost = FALSE;
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@@ -2189,7 +2189,7 @@ UINT16 CalculateRaiseGunCost(SOLDIERTYPE *pSoldier, BOOLEAN fAddingRaiseGunCost,
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INT16 MinAPsToShootOrStab(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 bAimTime, UINT8 ubAddTurningCost, UINT8 ubForceRaiseGunCost )
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{
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UINT32 uiMercFlags;
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UINT16 usTargID;
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SoldierID usTargID;
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INT16 bFullAPs;
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INT16 bAimSkill;
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INT16 bAPCost = APBPConstants[AP_MIN_AIM_ATTACK];
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@@ -180,7 +180,7 @@ void GetRTMouseButtonInput( UINT32 *puiNewEvent )
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void QueryRTLeftButton( UINT32 *puiNewEvent )
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{
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pVehicle;
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UINT32 uiMercFlags;
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@@ -2046,7 +2046,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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SOLDIERTYPE *pTSoldier;
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UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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if ( FindSoldier( pSoldier->sTargetGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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{
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@@ -13269,7 +13269,7 @@ void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection, U
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{
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SOLDIERTYPE *pTSoldier;
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UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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SoldierID usSoldierIndex;
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if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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{
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+43
-48
@@ -46,11 +46,8 @@ BOOLEAN IsGridNoInScreenRect( INT32 sGridNo, SGPRect *pRect );
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BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
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void GetSoldierScreenRect( SOLDIERTYPE *pSoldier, SGPRect *pRect );
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// This value is used to keep a small static array of uBID's which are stacked
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#define MAX_STACKED_MERCS 10
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UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] =
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UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] =
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{
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3,
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0,
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@@ -62,25 +59,29 @@ UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] =
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3,
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};
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// This value is used to keep a small static array of uBID's which are stacked
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#define MAX_STACKED_MERCS 10
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// Struct used for cycling through multiple mercs per mouse position
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typedef struct
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{
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INT8 bNum;
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UINT16 ubIDs[ MAX_STACKED_MERCS ];
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SoldierID ubIDs[ MAX_STACKED_MERCS ];
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INT8 bCur;
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BOOLEAN fUseGridNo;
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INT32 sUseGridNoGridNo;
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} SOLDIER_STACK_TYPE;
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SOLDIER_STACK_TYPE gSoldierStack;
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BOOLEAN gfHandleStack = FALSE;
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SOLDIER_STACK_TYPE gSoldierStack;
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BOOLEAN gfHandleStack = FALSE;
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extern BOOLEAN gUIActionModeChangeDueToMouseOver;
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extern UINT32 guiUITargetSoldierId;
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extern BOOLEAN gUIActionModeChangeDueToMouseOver;
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extern UINT32 guiUITargetSoldierId;
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BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
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BOOLEAN FindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags )
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{
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INT32 usMapPos;
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@@ -97,7 +98,7 @@ BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
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return( FALSE );
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}
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BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
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BOOLEAN SelectiveFindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags )
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{
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INT32 usMapPos;
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@@ -115,7 +116,7 @@ BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFla
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}
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UINT32 GetSoldierFindFlags( UINT16 ubID )
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UINT32 GetSoldierFindFlags( const SoldierID ubID )
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{
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UINT32 MercFlags = 0;
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SOLDIERTYPE *pSoldier;
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@@ -123,7 +124,7 @@ UINT32 GetSoldierFindFlags( UINT16 ubID )
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// Get pSoldier!
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pSoldier = MercPtrs[ ubID ];
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// FInd out and set flags
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// Find out and set flags
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if ( ubID == gusSelectedSoldier )
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{
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MercFlags |= SELECTED_MERC;
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@@ -136,12 +137,12 @@ UINT32 GetSoldierFindFlags( UINT16 ubID )
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}
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else
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{
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// It's our own merc
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MercFlags |= OWNED_MERC;
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// It's our own merc
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MercFlags |= OWNED_MERC;
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if ( pSoldier->bAssignment < ON_DUTY )
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{
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MercFlags |= ONDUTY_MERC;
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MercFlags |= ONDUTY_MERC;
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}
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}
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}
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@@ -191,20 +192,20 @@ extern BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UIN
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// THIS FUNCTION IS CALLED FAIRLY REGULARLY
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BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags )
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BOOLEAN FindSoldier( INT32 sGridNo, SoldierID *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags )
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{
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UINT32 cnt;
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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SGPRect aRect;
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BOOLEAN fSoldierFound = FALSE;
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INT16 sXMapPos, sYMapPos, sScreenX, sScreenY;
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INT16 sMaxScreenMercY, sHeighestMercScreenY = -32000;
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BOOLEAN fDoFull;
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UINT16 ubBestMerc = NOBODY;
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UINT16 usAnimSurface;
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INT32 iMercScreenX, iMercScreenY;
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BOOLEAN fInScreenRect = FALSE;
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BOOLEAN fInGridNo = FALSE;
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SGPRect aRect;
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BOOLEAN fSoldierFound = FALSE;
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INT16 sXMapPos, sYMapPos, sScreenX, sScreenY;
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INT16 sMaxScreenMercY, sHeighestMercScreenY = -32000;
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BOOLEAN fDoFull;
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SoldierID ubBestMerc = NOBODY;
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UINT16 usAnimSurface;
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INT32 iMercScreenX, iMercScreenY;
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BOOLEAN fInScreenRect = FALSE;
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BOOLEAN fInGridNo = FALSE;
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*pusSoldierIndex = NOBODY;
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@@ -227,8 +228,8 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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{
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pSoldier = MercSlots[ cnt ];
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fInScreenRect = FALSE;
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fInGridNo = FALSE;
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fInScreenRect = FALSE;
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fInGridNo = FALSE;
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if ( pSoldier != NULL )
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{
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@@ -339,7 +340,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
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if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
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{
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iMercScreenX = (INT32)( sScreenX - aRect.iLeft );
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iMercScreenY = (INT32)( -1 * ( sScreenY - aRect.iBottom ) );
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iMercScreenY = (INT32)( -1 * ( sScreenY - aRect.iBottom ) );
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if ( !CheckVideoObjectScreenCoordinateInData( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject, pSoldier->usAniFrame, iMercScreenX, iMercScreenY ) )
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{
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@@ -359,7 +360,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
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{
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gfHandleStack = TRUE;
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// Add this one!
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// Add this one!
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gSoldierStack.ubIDs[ gSoldierStack.bNum ] = pSoldier->ubID;
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gSoldierStack.bNum++;
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@@ -430,7 +431,7 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
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if ( fSoldierFound && ubBestMerc != NOBODY )
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{
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*pusSoldierIndex = (UINT16)ubBestMerc;
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*pusSoldierIndex = ubBestMerc;
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(*pMercFlags) = GetSoldierFindFlags( ubBestMerc );
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@@ -460,8 +461,8 @@ BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags,
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BOOLEAN CycleSoldierFindStack( INT32 usMapPos )
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{
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UINT16 usSoldierIndex;
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UINT32 uiMercFlags;
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SoldierID usSoldierIndex;
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UINT32 uiMercFlags;
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// Have we initalized for this yet?
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if ( !gfHandleStack )
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@@ -521,10 +522,9 @@ BOOLEAN CycleSoldierFindStack( INT32 usMapPos )
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SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel )
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{
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UINT16 ubID;
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SoldierID ubID = WhoIsThere2( sGridNo, bLevel );
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ubID = WhoIsThere2( sGridNo, bLevel );
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if ( ubID == NOBODY )
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if ( ubID >= NOBODY )
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{
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return( NULL );
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}
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@@ -534,7 +534,7 @@ SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel )
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}
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}
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BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID )
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BOOLEAN IsValidTargetMerc( SoldierID ubSoldierID )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
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@@ -785,14 +785,9 @@ BOOLEAN GridNoOnScreen( INT32 sGridNo )
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}
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BOOLEAN SoldierOnScreen( UINT16 usID )
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BOOLEAN SoldierOnScreen( SoldierID usID )
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{
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SOLDIERTYPE *pSoldier;
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// Get pointer of soldier
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pSoldier = MercPtrs[ usID ];
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return( GridNoOnScreen( pSoldier->sGridNo ) );
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return( GridNoOnScreen( usID->sGridNo ) );
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}
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@@ -1006,7 +1001,7 @@ BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT
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}
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// VERY quickly finds a soldier at gridno , ( that is visible )
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UINT16 QuickFindSoldier( INT32 sGridNo )
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SoldierID QuickFindSoldier( INT32 sGridNo )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier = NULL;
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@@ -1020,7 +1015,7 @@ UINT16 QuickFindSoldier( INT32 sGridNo )
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{
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if ( pSoldier->sGridNo == sGridNo && pSoldier->bVisible != -1 )
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{
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return( (UINT16)cnt );
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return( cnt );
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}
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}
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@@ -30,16 +30,16 @@ class SOLDIERTYPE;
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#define FINDSOLDIERSELECTIVESAMELEVEL( l ) ( ( ( FIND_SOLDIER_SELECTIVE | FIND_SOLDIER_SAMELEVEL ) | ( l << 16 ) ) )
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BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags );
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BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags );
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BOOLEAN FindSoldier( INT32 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags );
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BOOLEAN FindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags );
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BOOLEAN SelectiveFindSoldierFromMouse( SoldierID *pusSoldierIndex, UINT32 *pMercFlags );
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BOOLEAN FindSoldier( INT32 sGridNo, SoldierID *pusSoldierIndex, UINT32 *pMercFlags , UINT32 uiFlags );
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SOLDIERTYPE * SimpleFindSoldier( INT32 sGridNo, INT8 bLevel );
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BOOLEAN CycleSoldierFindStack( INT32 usMapPos );
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BOOLEAN GridNoOnScreen( INT32 sGridNo );
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BOOLEAN SoldierOnScreen( UINT16 usID );
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BOOLEAN SoldierOnScreen( SoldierID usID );
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BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags );
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void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY );
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void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth );
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@@ -48,9 +48,9 @@ void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *ps
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BOOLEAN IsPointInSoldierBoundingBox( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY );
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BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT16 sX, INT16 sY );
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UINT16 QuickFindSoldier( INT32 sGridNo );
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SoldierID QuickFindSoldier( INT32 sGridNo );
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void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY );
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#endif
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#endif
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+23
-23
@@ -3985,11 +3985,11 @@ extern UINT32 guiNumBackSaves;
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void DebugSoldierPage1( )
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{
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SOLDIERTYPE *pSoldier;
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UINT16 usSoldierIndex;
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||||
UINT32 uiMercFlags;
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INT32 usMapPos;
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UINT8 ubLine=0;
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SOLDIERTYPE *pSoldier;
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SoldierID usSoldierIndex;
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UINT32 uiMercFlags;
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INT32 usMapPos;
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UINT8 ubLine=0;
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|
||||
if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) )
|
||||
{
|
||||
@@ -4168,13 +4168,13 @@ void DebugSoldierPage1( )
|
||||
|
||||
void DebugSoldierPage2( )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT16 usSoldierIndex;
|
||||
UINT32 uiMercFlags;
|
||||
INT32 usMapPos;
|
||||
TILE_ELEMENT TileElem;
|
||||
LEVELNODE *pNode;
|
||||
UINT8 ubLine;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
SoldierID usSoldierIndex;
|
||||
UINT32 uiMercFlags;
|
||||
INT32 usMapPos;
|
||||
TILE_ELEMENT TileElem;
|
||||
LEVELNODE *pNode;
|
||||
UINT8 ubLine;
|
||||
|
||||
if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) )
|
||||
{
|
||||
@@ -4442,11 +4442,11 @@ void DebugSoldierPage2( )
|
||||
|
||||
void DebugSoldierPage3( )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT16 usSoldierIndex;
|
||||
UINT32 uiMercFlags;
|
||||
INT32 usMapPos;
|
||||
UINT8 ubLine;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
SoldierID usSoldierIndex;
|
||||
UINT32 uiMercFlags;
|
||||
INT32 usMapPos;
|
||||
UINT8 ubLine;
|
||||
|
||||
if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) )
|
||||
{
|
||||
@@ -4835,12 +4835,12 @@ void WriteQuantityAndAttachments( OBJECTTYPE *pObject, INT32 yp )
|
||||
|
||||
void DebugSoldierPage4( )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiMercFlags;
|
||||
CHAR16 szOrders[20];
|
||||
CHAR16 szAttitude[20];
|
||||
UINT16 usSoldierIndex;
|
||||
UINT8 ubLine;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiMercFlags;
|
||||
CHAR16 szOrders[20];
|
||||
CHAR16 szAttitude[20];
|
||||
SoldierID usSoldierIndex;
|
||||
UINT8 ubLine;
|
||||
|
||||
if ( FindSoldierFromMouse( &usSoldierIndex, &uiMercFlags ) )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user