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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
@@ -188,7 +188,7 @@ extern BOOLEAN gfUIDoNotHighlightSelMerc;
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extern UINT32 guiShowUPDownArrows;
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extern BOOLEAN gfUIHandleSelection;
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extern BOOLEAN gfUIHandleSelectionAboveGuy;
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extern INT16 gsSelectedGridNo;
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extern INT32 gsSelectedGridNo;
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extern INT16 gsSelectedGuy;
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extern BOOLEAN gfUIInDeadlock;
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extern UINT8 gUIDeadlockedSoldier;
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@@ -199,17 +199,17 @@ extern BOOLEAN gUIUseReverse;
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extern BOOLEAN gfUIHandleShowMoveGrid;
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extern UINT16 gsUIHandleShowMoveGridLocation;
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extern INT32 gsUIHandleShowMoveGridLocation;
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extern BOOLEAN gfUIDisplayDamage;
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extern INT8 gbDamage;
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extern INT16 gsDamageGridNo;
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extern INT32 gsDamageGridNo;
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extern BOOLEAN gfFontPopupDo;
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extern BOOLEAN gUITargetReady;
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extern BOOLEAN gUITargetShotWaiting;
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extern INT16 gsUITargetShotGridNo;
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extern INT32 gsUITargetShotGridNo;
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extern CHAR16 gzLocation[ 20 ];
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extern BOOLEAN gfUIBodyHitLocation;
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@@ -253,7 +253,7 @@ extern UINT16 gusUIFullTargetID;
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extern UINT32 guiUIFullTargetFlags;
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extern BOOLEAN gfUIConfirmExitArrows;
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extern INT16 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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@@ -273,7 +273,7 @@ extern INT16 guiCreateGuyIndex;
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extern INT16 guiCreateBadGuyIndex;
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// WANNE: Calculate the APs to turn around
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INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT16 sAdjustedGridNo);
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INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
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// FUNCTIONS IN INPUT MODULES
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void GetKeyboardInput( UINT32 *puiNewEvent );
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@@ -305,10 +305,10 @@ void ToggleLookCursorMode( UINT32 *puiNewEvent );
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void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance );
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void GetCursorMovementFlags( UINT32 *puiCursorFlags );
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BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT16 sMapPos, UINT32 uiFlags );
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BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT32 usMapPos, UINT32 uiFlags );
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BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier );
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BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN IsValidTalkableNPCFromMouse( UINT8 *pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
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BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
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@@ -324,8 +324,8 @@ UINT32 UIHandleLUIEndLock( UI_EVENT *pUIEvent );
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void BeginDisplayTimedCursor( UINT32 uiCursorID, UINT32 uiDelay );
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void HandleHandCursorClick( INT16 sMapPos, UINT32 *puiNewEvent );
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INT8 HandleMoveModeInteractiveClick( INT16 sMapPos, UINT32 *puiNewEvent );
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void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent );
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INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent );
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BOOLEAN HandleUIReloading( SOLDIERTYPE *pSoldier );
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@@ -344,13 +344,13 @@ BOOLEAN SelectedGuyInBusyAnimation( );
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void GotoLowerStance( SOLDIERTYPE *pSoldier );
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void GotoHeigherStance( SOLDIERTYPE *pSoldier );
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BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT16 sGridNo , BOOLEAN fCheckForPath);
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BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo , BOOLEAN fCheckForPath);
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void PopupAssignmentMenuInTactical( SOLDIERTYPE *pSoldier );
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void PopupMilitiaControlMenu( SOLDIERTYPE *pSoldier ); //lal
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void PreventFromTheFreezingBug(SOLDIERTYPE* pSoldier);
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void GetGridNoScreenXY( INT16 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
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void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
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#endif
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