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**********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 ** ********************************************************** - Merged Big Maps Project code from BMP+MP trunk (Revision: 3340) o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - Before THIS merge, I made a branch of the existing 1.13 source o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src - Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago - I will add VS 2010 projects and solution file in the next few days git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+12
-13
@@ -185,7 +185,7 @@ BOOLEAN CheckGuyVisible( UINT8 ubNPC, UINT8 ubGuy )
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}
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}
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BOOLEAN CheckNPCAt( UINT8 ubNPC, INT16 sGridNo )
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BOOLEAN CheckNPCAt( UINT8 ubNPC, INT32 sGridNo )
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{
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SOLDIERTYPE * pNPC;
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@@ -227,7 +227,7 @@ BOOLEAN CheckNPCIsEnemy( UINT8 ubProfileID )
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BOOLEAN CheckIfMercIsNearNPC( SOLDIERTYPE *pMerc, UINT8 ubProfileId )
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{
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SOLDIERTYPE * pNPC;
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INT16 sGridNo;
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INT32 sGridNo;
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// no merc nearby?
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if ( pMerc == NULL )
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@@ -258,7 +258,7 @@ INT8 NumWoundedMercsNearby( UINT8 ubProfileID )
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UINT32 uiLoop;
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SOLDIERTYPE * pNPC;
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SOLDIERTYPE * pSoldier;
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INT16 sGridNo;
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INT32 sGridNo;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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if (!pNPC)
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@@ -289,7 +289,7 @@ INT8 NumMercsNear( UINT8 ubProfileID, UINT8 ubMaxDist )
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UINT32 uiLoop;
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SOLDIERTYPE * pNPC;
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SOLDIERTYPE * pSoldier;
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INT16 sGridNo;
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INT32 sGridNo;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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if (!pNPC)
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@@ -436,7 +436,7 @@ INT8 NumMalesPresent( UINT8 ubProfileID )
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UINT32 uiLoop;
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SOLDIERTYPE * pNPC;
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SOLDIERTYPE * pSoldier;
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INT16 sGridNo;
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INT32 sGridNo;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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if (!pNPC)
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@@ -470,7 +470,7 @@ BOOLEAN FemalePresent( UINT8 ubProfileID )
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UINT32 uiLoop;
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SOLDIERTYPE * pNPC;
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SOLDIERTYPE * pSoldier;
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INT16 sGridNo;
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INT32 sGridNo;
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pNPC = FindSoldierByProfileID( ubProfileID, FALSE );
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if (!pNPC)
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@@ -547,7 +547,7 @@ BOOLEAN CheckNPCSector( UINT8 ubProfileID, INT16 sSectorX, INT16 sSectorY, INT8
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}
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BOOLEAN AIMMercWithin( INT16 sGridNo, INT16 sDistance )
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BOOLEAN AIMMercWithin( INT32 sGridNo, INT16 sDistance )
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{
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UINT32 uiLoop;
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SOLDIERTYPE * pSoldier;
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@@ -1250,11 +1250,11 @@ void InternalStartQuest( UINT8 ubQuest, INT16 sSectorX, INT16 sSectorY, BOOLEAN
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{
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gubQuest[ubQuest] = QUESTINPROGRESS;
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if ( fUpdateHistory )
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{
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if ( fUpdateHistory )
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{
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if (!is_networked)
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SetHistoryFact( HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY );
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}
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SetHistoryFact( HISTORY_QUEST_STARTED, ubQuest, GetWorldTotalMin(), sSectorX, sSectorY );
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}
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}
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else
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{
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@@ -1333,12 +1333,11 @@ void CheckForQuests( UINT32 uiDay )
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// already started
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if (gubQuest[QUEST_DELIVER_LETTER] == QUESTNOTSTARTED)
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{
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StartQuest( QUEST_DELIVER_LETTER, -1, -1 );
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#ifdef TESTQUESTS
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if (!is_networked)
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DELIVER LETTER quest");
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ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"Started DELIVER LETTER quest");
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#endif
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}
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