mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
minor code cleanup
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7963 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+23
-110
@@ -8265,20 +8265,19 @@ void SOLDIERTYPE::TurnSoldier( void )
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// Get new direction
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//sDirection = this->ubDirection + QuickestDirection( this->ubDirection, this->pathing.bDesiredDirection );
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sDirection = this->ubDirection + this->bTurningIncrement;
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if ( sDirection > 7 )
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if ( sDirection > NORTHWEST )
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{
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sDirection = 0;
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sDirection = NORTH;
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}
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else
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{
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if ( sDirection < 0 )
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if ( sDirection < NORTH )
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{
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sDirection = 7;
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sDirection = NORTHWEST;
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}
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}
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}
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// CHECK FOR A VALID TURN DIRECTION
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// This is needed for prone animations as well as any multi-tiled structs
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if ( fDoDirectionChange )
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@@ -8498,7 +8497,6 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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this->p8BPPPalette = NULL;
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}
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// Allocate mem for new palette
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this->p8BPPPalette = (SGPPaletteEntry *)MemAlloc( sizeof(SGPPaletteEntry)* 256 );
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memset( this->p8BPPPalette, 0, sizeof(SGPPaletteEntry)* 256 );
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@@ -8547,7 +8545,6 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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}
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}
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if ( this->p16BPPPalette != NULL )
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{
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MemFree( this->p16BPPPalette );
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@@ -8557,7 +8554,7 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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// -- BUILD 16BPP Palette from this
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this->p16BPPPalette = Create16BPPPalette( this->p8BPPPalette );
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for ( iWhich = 0; iWhich < NUM_SOLDIER_SHADES; iWhich++ )
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for ( iWhich = 0; iWhich < NUM_SOLDIER_SHADES; ++iWhich )
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{
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if ( this->pShades[iWhich] != NULL )
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{
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@@ -8566,7 +8563,7 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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}
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}
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for ( iWhich = 0; iWhich < NUM_SOLDIER_EFFECTSHADES; iWhich++ )
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for ( iWhich = 0; iWhich < NUM_SOLDIER_EFFECTSHADES; ++iWhich )
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{
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if ( this->pEffectShades[iWhich] != NULL )
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{
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@@ -8575,7 +8572,7 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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}
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}
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for ( iWhich = 0; iWhich < 20; iWhich++ )
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for ( iWhich = 0; iWhich < 20; ++iWhich )
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{
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if ( this->pGlowShades[iWhich] != NULL )
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{
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@@ -8584,10 +8581,8 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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}
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}
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CreateSoldierPaletteTables( this, HVOBJECT_GLOW_GREEN );
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// Build a grayscale palette for testing grayout of mercs
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//for(uiCount=0; uiCount < 256; uiCount++)
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//{
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@@ -8602,14 +8597,14 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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// First do visible guy
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this->pGlowShades[0] = Create16BPPPaletteShaded( this->p8BPPPalette, 255, 255, 255, FALSE );
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for ( cnt = 1; cnt < 10; cnt++ )
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for ( cnt = 1; cnt < 10; ++cnt )
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{
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this->pGlowShades[cnt] = CreateEnemyGlow16BPPPalette( this->p8BPPPalette, gRedGlowR[cnt], 255, FALSE );
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}
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// Now for gray guy...
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this->pGlowShades[10] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 100, 100, TRUE );
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for ( cnt = 11; cnt < 19; cnt++ )
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for ( cnt = 11; cnt < 19; ++cnt )
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{
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this->pGlowShades[cnt] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gRedGlowR[cnt], 0, FALSE );
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}
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@@ -8619,14 +8614,14 @@ BOOLEAN SOLDIERTYPE::CreateSoldierPalettes( void )
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// ATE: OK, piggyback on the shades we are not using for 2 colored lighting....
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// ORANGE, VISIBLE GUY
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this->pShades[20] = Create16BPPPaletteShaded( this->p8BPPPalette, 255, 255, 255, FALSE );
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for ( cnt = 21; cnt < 30; cnt++ )
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for ( cnt = 21; cnt < 30; ++cnt )
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{
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this->pShades[cnt] = CreateEnemyGlow16BPPPalette( this->p8BPPPalette, gOrangeGlowR[(cnt - 20)], gOrangeGlowG[(cnt - 20)], TRUE );
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}
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// ORANGE, GREY GUY
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this->pShades[30] = Create16BPPPaletteShaded( this->p8BPPPalette, 100, 100, 100, TRUE );
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for ( cnt = 31; cnt < 39; cnt++ )
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for ( cnt = 31; cnt < 39; ++cnt )
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{
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this->pShades[cnt] = CreateEnemyGreyGlow16BPPPalette( this->p8BPPPalette, gOrangeGlowR[(cnt - 20)], gOrangeGlowG[(cnt - 20)], TRUE );
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}
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@@ -8984,7 +8979,7 @@ BOOLEAN LoadPaletteData( )
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gubpNumReplacementsPerRange = (UINT8 *)MemAlloc( sizeof(UINT8)* guiNumPaletteSubRanges );
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// Read # of types for each!
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for ( cnt = 0; cnt < guiNumPaletteSubRanges; cnt++ )
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for ( cnt = 0; cnt < guiNumPaletteSubRanges; ++cnt )
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{
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if ( !FileRead( hFile, &gubpNumReplacementsPerRange[cnt], sizeof(UINT8), (UINT32 *)NULL ) )
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{
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@@ -8993,7 +8988,7 @@ BOOLEAN LoadPaletteData( )
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}
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// Loop for each one, read in data
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for ( cnt = 0; cnt < guiNumPaletteSubRanges; cnt++ )
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for ( cnt = 0; cnt < guiNumPaletteSubRanges; ++cnt )
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{
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if ( !FileRead( hFile, &gpPaletteSubRanges[cnt].ubStart, sizeof(UINT8), (UINT32 *)NULL ) )
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{
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@@ -9005,7 +9000,6 @@ BOOLEAN LoadPaletteData( )
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}
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}
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// Read # of palettes
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if ( !FileRead( hFile, &guiNumReplacements, sizeof(guiNumReplacements), (UINT32 *)NULL ) )
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{
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@@ -9016,7 +9010,7 @@ BOOLEAN LoadPaletteData( )
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gpPalRep = (PaletteReplacementType *)MemAlloc( sizeof(PaletteReplacementType)* guiNumReplacements );
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// Read!
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for ( cnt = 0; cnt < guiNumReplacements; cnt++ )
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for ( cnt = 0; cnt < guiNumReplacements; ++cnt )
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{
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// type
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if ( !FileRead( hFile, &gpPalRep[cnt].ubType, sizeof(gpPalRep[cnt].ubType), (UINT32 *)NULL ) )
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@@ -9043,7 +9037,7 @@ BOOLEAN LoadPaletteData( )
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gpPalRep[cnt].b = (UINT8 *)MemAlloc( gpPalRep[cnt].ubPaletteSize );
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CHECKF( gpPalRep[cnt].b != NULL );
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for ( cnt2 = 0; cnt2 < gpPalRep[cnt].ubPaletteSize; cnt2++ )
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for ( cnt2 = 0; cnt2 < gpPalRep[cnt].ubPaletteSize; ++cnt2 )
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{
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if ( !FileRead( hFile, &gpPalRep[cnt].r[cnt2], sizeof(UINT8), (UINT32 *)NULL ) )
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{
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@@ -9058,7 +9052,6 @@ BOOLEAN LoadPaletteData( )
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return(FALSE);
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}
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}
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}
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FileClose( hFile );
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@@ -9077,7 +9070,7 @@ BOOLEAN SetPaletteReplacement( SGPPaletteEntry *p8BPPPalette, PaletteRepID aPalR
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// Get range type
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ubType = gpPalRep[ubPalIndex].ubType;
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for ( cnt2 = gpPaletteSubRanges[ubType].ubStart; cnt2 <= gpPaletteSubRanges[ubType].ubEnd; cnt2++ )
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for ( cnt2 = gpPaletteSubRanges[ubType].ubStart; cnt2 <= gpPaletteSubRanges[ubType].ubEnd; ++cnt2 )
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{
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p8BPPPalette[cnt2].peRed = gpPalRep[ubPalIndex].r[cnt2 - gpPaletteSubRanges[ubType].ubStart];
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p8BPPPalette[cnt2].peGreen = gpPalRep[ubPalIndex].g[cnt2 - gpPaletteSubRanges[ubType].ubStart];
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@@ -9105,8 +9098,7 @@ BOOLEAN DeletePaletteData( )
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gubpNumReplacementsPerRange = NULL;
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}
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for ( cnt = 0; cnt < guiNumReplacements; cnt++ )
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for ( cnt = 0; cnt < guiNumReplacements; ++cnt )
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{
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// Free
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if ( gpPalRep[cnt].r != NULL )
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@@ -10401,7 +10393,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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{
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return(FALSE);
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}
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}
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// If a death sound, and we have already done ours...
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@@ -10413,14 +10404,12 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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}
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}
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// Are we mute?
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_MUTE )
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{
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return(FALSE);
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}
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// uiTimeSameBattleSndDone
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// If we are a creature, etc, pick a better sound...
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@@ -10532,7 +10521,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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uiSubSoundID = (UINT32)(EXPLOSION_1);
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PlayJA2Sample( ROBOT_DEATH, RATE_11025, HIGHVOLUME, 1, MIDDLEPAN );
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break;
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}
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}
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@@ -10606,12 +10594,10 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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}
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}
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// Save this one we're doing...
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pSoldier->bOldBattleSnd = ubBattleSoundID;
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pSoldier->uiTimeSameBattleSndDone = GetJA2Clock( );
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// Adjust based on morale...
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if ( ubBattleSoundID == BATTLE_SOUND_OK1 && pSoldier->aiData.bMorale < LOW_MORALE_BATTLE_SND_THREASHOLD )
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{
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@@ -10652,10 +10638,8 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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if ( gBattleSndsData[ubSoundID].ubRandomVal != 0 )
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{
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ubSoundID = ubSoundID + (UINT8)Random( gBattleSndsData[ubSoundID].ubRandomVal );
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}
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// OK, build file and play!
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if ( pSoldier->ubProfile != NO_PROFILE )
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{
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@@ -10783,7 +10767,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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if ( gSoundProfileValue[pSoldier->ubProfile].EnabledSound == TRUE || pSoldier->ubProfile == NO_PROFILE )
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{
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if ( (uiSoundID = SoundPlay( zFilename, &spParms )) == SOUND_ERROR )
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{
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return(FALSE);
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@@ -10806,7 +10789,6 @@ BOOLEAN SOLDIERTYPE::InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpe
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return(TRUE);
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}
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}
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else
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{
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@@ -10877,8 +10859,6 @@ BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove )
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return(TRUE);
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}
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BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void )
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{
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// Check if we are near a lower level
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@@ -10940,11 +10920,9 @@ BOOLEAN SOLDIERTYPE::CheckSoldierHitRoof( void )
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this->SoldierTakeDamage( ANIM_CROUCH, 100, 5000, TAKE_DAMAGE_FALLROOF, NOBODY, NOWHERE, 0, TRUE );
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fReturnVal = TRUE;
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}
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else
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{
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this->sTempNewGridNo = NewGridNo( this->sGridNo, (INT16)(-1 * DirectionInc( bNewDirection )) );
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this->sTempNewGridNo = NewGridNo( this->sTempNewGridNo, (INT16)(-1 * DirectionInc( bNewDirection )) );
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this->EVENT_SetSoldierDesiredDirection( bNewDirection );
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@@ -10971,7 +10949,6 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void )
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INT8 bNewDirection;
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UINT8 ubWhoIsThere;
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if ( FindLowerLevel( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel > 0) )
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{
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if ( EnoughPoints( this, GetAPsToClimbRoof( this, TRUE ), 0, TRUE ) )
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@@ -10984,7 +10961,6 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void )
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}
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else
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{
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if ( this->bTeam == gbPlayerNum )
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{
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// OK, SET INTERFACE FIRST
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@@ -11013,11 +10989,9 @@ void SOLDIERTYPE::BeginSoldierClimbDownRoof( void )
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this->InternalReceivingSoldierCancelServices( FALSE );
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this->InternalGivingSoldierCancelServices( 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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void BeginSoldierClimbDownRoof( SOLDIERTYPE *pSoldier )
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@@ -11574,7 +11548,6 @@ void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNew
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SSetPosition.dNewYPos = dNewYPos;
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AddGameEvent( S_SETPOSITION, 0, &SSetPosition );
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}
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void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT32 usNewDestination )
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@@ -11587,7 +11560,6 @@ void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT32 usNewDestination
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SChangeDest.uiUniqueId = pSoldier->uiUniqueSoldierIdValue;
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AddGameEvent( S_CHANGEDEST, 0, &SChangeDest );
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}
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void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection )
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@@ -11600,7 +11572,6 @@ void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection
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SSetDirection.uiUniqueId = pSoldier->uiUniqueSoldierIdValue;
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AddGameEvent( S_SETDIRECTION, 0, &SSetDirection );
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}
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void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection )
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@@ -11614,7 +11585,6 @@ void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesire
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AddGameEvent( S_SETDESIREDDIRECTION, 0, &SSetDesiredDirection );
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if ( is_server || (is_client && pSoldier->ubID <20) ) send_dir( pSoldier, usDesiredDirection );
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}
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void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim )
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@@ -11668,7 +11638,6 @@ void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo )
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SBeginFireWeapon.uiUniqueId = pSoldier->uiUniqueSoldierIdValue;
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AddGameEvent( S_BEGINFIREWEAPON, 0, &SBeginFireWeapon );
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}
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#if 0
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@@ -11782,8 +11751,6 @@ BOOLEAN SOLDIERTYPE::MercInHighWater( void )
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}
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}
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void RevivePlayerTeam( )
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{
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INT32 cnt;
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@@ -11797,7 +11764,6 @@ void RevivePlayerTeam( )
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{
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pSoldier->ReviveSoldier( );
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}
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}
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@@ -11835,9 +11801,7 @@ void SOLDIERTYPE::ReviveSoldier( void )
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// Dirty INterface
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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@@ -11896,7 +11860,6 @@ void SOLDIERTYPE::HandleAnimationProfile( UINT16 usAnimState, BOOLEAN fRemove )
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}
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}
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}
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}
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}
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@@ -11935,7 +11898,6 @@ LEVELNODE *GetAnimProfileFlags( INT32 sGridNo, UINT16 *usFlags, SOLDIERTYPE **pp
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//#endif
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return(pNode);
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}
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@@ -12003,7 +11965,6 @@ void SOLDIERTYPE::EVENT_SoldierBeginGiveItem( void )
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// begin animation
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this->EVENT_InitNewSoldierAnim( GIVE_ITEM, 0, FALSE );
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}
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else
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{
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@@ -12046,10 +12007,8 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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// GET POINTER TO TAREGT
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if ( this->flags.uiStatusFlags & SOLDIER_MONSTER )
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{
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UINT8 ubTargetID;
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// Is there an unconscious guy at gridno......
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ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
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UINT8 ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
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if ( ubTargetID != NOBODY && ((MercPtrs[ubTargetID]->stats.bLife < OKLIFE && MercPtrs[ubTargetID]->stats.bLife > 0) || (MercPtrs[ubTargetID]->bBreath < OKBREATH && MercPtrs[ubTargetID]->bCollapsed)) )
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{
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@@ -12586,7 +12545,6 @@ void SOLDIERTYPE::EVENT_SoldierBeginDropBomb( )
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this->SoldierGotoStationaryStance( );
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break;
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}
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}
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void SOLDIERTYPE::EVENT_SoldierDefuseTripwire( INT32 sGridNo, INT32 sItem )
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@@ -12783,7 +12741,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
|
||||
return(0); // nothing to do, shouldn't have even been called!
|
||||
}
|
||||
|
||||
if ( pVictim->stats.bLife == 0 )
|
||||
if ( pVictim->stats.bLife <= 0 )
|
||||
{
|
||||
return(0);
|
||||
}
|
||||
@@ -12866,7 +12824,6 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
|
||||
|
||||
uiActual = uiPossible; // start by assuming maximum possible
|
||||
|
||||
|
||||
// figure out how far below OKLIFE the victim is
|
||||
// SANDRO - only if we are actually here to bandage the target
|
||||
if ( pVictim->bBleeding )
|
||||
@@ -12931,7 +12888,6 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
|
||||
|
||||
ubPtsLeft = (UINT8)uiActual;
|
||||
|
||||
|
||||
// heal real life points first (if below OKLIFE) because we don't want the
|
||||
// patient still DYING if bandages run out, or medic is disabled/distracted!
|
||||
// NOTE: Dressing wounds for life below OKLIFE now costs 2 pts/life point!
|
||||
@@ -12987,7 +12943,6 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
|
||||
|
||||
// turn off merc QUOTE flags
|
||||
pVictim->flags.fDyingComment = FALSE;
|
||||
|
||||
}
|
||||
|
||||
// update patient's entire panel (could have regained consciousness, etc.)
|
||||
@@ -13355,7 +13310,6 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy )
|
||||
DirtyMercPanelInterface( this, DIRTYLEVEL2 );
|
||||
}
|
||||
|
||||
|
||||
// Kaiden: Added fix from UB for seeing new enemies when throwing Knives.
|
||||
// ATE: Dave, don't kill me
|
||||
// Here, we need to handle the situation when we're throweing a knife and we see somebody
|
||||
@@ -13372,9 +13326,7 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy )
|
||||
|
||||
DirtyMercPanelInterface( this, DIRTYLEVEL2 );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if ( !(gTacticalStatus.uiFlags & INCOMBAT) )
|
||||
{
|
||||
this->EVENT_StopMerc( this->sGridNo, this->ubDirection );
|
||||
@@ -13401,7 +13353,6 @@ void SOLDIERTYPE::HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy )
|
||||
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String( "@@@@@@@ Reducing attacker busy count..., ending fire because saw something" ) );
|
||||
DebugAttackBusy( "@@@@@@@ Reducing attacker busy count..., ending fire because saw something\n" );
|
||||
FreeUpAttacker( );
|
||||
|
||||
}
|
||||
|
||||
// OK, if we are stopped at our destination, cancel pending action...
|
||||
@@ -13449,7 +13400,6 @@ void SOLDIERTYPE::EVENT_StopMerc( INT32 sGridNo, INT8 bDirection )
|
||||
sX = CenterX( sGridNo );
|
||||
sY = CenterY( sGridNo );
|
||||
|
||||
|
||||
//Cancel pending events
|
||||
if ( !this->flags.fDelayedMovement )
|
||||
{
|
||||
@@ -13501,7 +13451,6 @@ void SOLDIERTYPE::EVENT_StopMerc( INT32 sGridNo, INT8 bDirection )
|
||||
UnSetUIBusy( this->ubID );
|
||||
|
||||
UnMarkMovementReserved( this );
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -13621,7 +13570,6 @@ void SOLDIERTYPE::ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, U
|
||||
SetSoldierAnimationSurface( this, this->usAnimState );
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -13637,7 +13585,7 @@ UINT16 *CreateEnemyGlow16BPPPalette( SGPPaletteEntry *pPalette, UINT32 rscale, U
|
||||
|
||||
p16BPPPalette = (UINT16 *)MemAlloc( sizeof(UINT16)* 256 );
|
||||
|
||||
for ( cnt = 0; cnt < 256; cnt++ )
|
||||
for ( cnt = 0; cnt < 256; ++cnt )
|
||||
{
|
||||
gmod = (pPalette[cnt].peGreen);
|
||||
bmod = (pPalette[cnt].peBlue);
|
||||
@@ -16850,41 +16798,6 @@ INT8 SOLDIERTYPE::GetTraitCTHModifier( UINT16 usItem, INT16 ubAimTime, UINT8 ubT
|
||||
return modifier;
|
||||
}
|
||||
|
||||
/*void SOLDIERTYPE::AddDrugValues( UINT8 uDrugType, UINT8 usEffect, UINT8 usTravelRate, UINT8 usSideEffect )
|
||||
{
|
||||
// in case of wrong inout, stay safe
|
||||
if ( uDrugType >= DRUG_TYPE_MAX )
|
||||
return;
|
||||
|
||||
// Flugente: backgrounds
|
||||
if ( uDrugType == DRUG_TYPE_ALCOHOL )
|
||||
{
|
||||
usEffect = usEffect * ((100 - this->GetBackgroundValue( BG_RESI_ALCOHOL )) / 100);
|
||||
usSideEffect = usSideEffect * ((100 - this->GetBackgroundValue( BG_RESI_ALCOHOL )) / 100);
|
||||
}
|
||||
|
||||
// Add effects
|
||||
if ( (this->drugs.bFutureDrugEffect[uDrugType] + usEffect) < 127 )
|
||||
{
|
||||
this->drugs.bFutureDrugEffect[uDrugType] += usEffect;
|
||||
}
|
||||
this->drugs.bDrugEffectRate[uDrugType] = usTravelRate;
|
||||
|
||||
// Reset once we sleep...
|
||||
this->drugs.bTimesDrugUsedSinceSleep[uDrugType]++;
|
||||
|
||||
// Increment side effects..
|
||||
if ( (this->drugs.bDrugSideEffect[uDrugType] + usSideEffect) < 127 )
|
||||
{
|
||||
this->drugs.bDrugSideEffect[uDrugType] += usSideEffect;
|
||||
}
|
||||
// Stop side effects until were done....
|
||||
this->drugs.bDrugSideEffectRate[uDrugType] = 0;
|
||||
|
||||
// set flag: we are on drugs
|
||||
this->usSoldierFlagMask |= SOLDIER_DRUGGED;
|
||||
}*/
|
||||
|
||||
void SOLDIERTYPE::HandleFlashLights( )
|
||||
{
|
||||
// no more need to redo this check
|
||||
|
||||
Reference in New Issue
Block a user