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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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-15
@@ -84,11 +84,11 @@ typedef struct
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UINT32 uiFlags;
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TacticalTeamType Team[ MAXTEAMS ];
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UINT8 ubCurrentTeam;
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INT16 sSlideTarget;
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INT32 sSlideTarget;
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INT16 sSlideReason;
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UINT32 uiTimeSinceMercAIStart;
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INT8 fPanicFlags;
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INT16 sPanicTriggerGridnoUnused;
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INT32 sPanicTriggerGridNoUnused;
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INT16 sHandGrid;
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UINT8 ubSpottersCalledForBy;
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UINT8 ubTheChosenOne;
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@@ -128,7 +128,7 @@ typedef struct
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INT8 bConsNumTurnsNotSeen;
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UINT8 ubArmyGuysKilled;
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INT16 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
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INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
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INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ];
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UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ];
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BOOLEAN fAtLeastOneGuyOnMultiSelect;
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@@ -142,13 +142,13 @@ typedef struct
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BOOLEAN ubItemsSeenOnAttackSoldier;
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BOOLEAN fBeenInCombatOnce;
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BOOLEAN fSaidCreatureSmellQuote;
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INT16 sItemsSeenOnAttackGridNo;
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UINT32 usItemsSeenOnAttackGridNo;
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BOOLEAN fLockItemLocators;
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UINT8 ubLastQuoteSaid;
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UINT8 ubLastQuoteProfileNUm;
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BOOLEAN fCantGetThrough;
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INT16 sCantGetThroughGridNo;
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INT16 sCantGetThroughSoldierGridNo;
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INT32 sCantGetThroughGridNo;
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INT32 sCantGetThroughSoldierGridNo;
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UINT8 ubCantGetThroughID;
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BOOLEAN fDidGameJustStart;
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BOOLEAN fStatChangeCheatOn;
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@@ -225,7 +225,7 @@ BOOLEAN GetSoldier( SOLDIERTYPE **ppSoldier, UINT16 usSoldierIndex );
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UINT32 CountNonVehiclesOnPlayerTeam( void );
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INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel );
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INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel );
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//Simple check to see if a (one-tiled) soldier can occupy a given location on the ground or roof.
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extern BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof );
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@@ -247,12 +247,12 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese
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//Kaiden: Function declaration from UB to reveal all items after combat.
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void RevealAllDroppedEnemyItems();
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void LocateGridNo( INT16 sGridNo );
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void LocateGridNo( INT32 sGridNo );
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void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
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void BeginTeamTurn( UINT8 ubTeam );
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void SlideTo(INT16 sGridno, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
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void SlideToLocation( UINT16 usReasonID, INT16 sDestGridNo );
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
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void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo );
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void RebuildAllSoldierShadeTables( );
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void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
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@@ -269,14 +269,14 @@ void StopMercAnimation( BOOLEAN fStop );
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UINT32 EnterTacticalDemoMode();
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BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos );
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BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT32 usMapPos );
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INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirection, INT32 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
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BOOLEAN TeamMemberNear(INT8 bTeam, INT16 sGridNo, INT32 iRange);
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BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange);
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BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
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@@ -342,7 +342,7 @@ void MakeCivHostile( SOLDIERTYPE *pSoldier, INT8 bNewSide );
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BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** ppTarget, INT8 bReason );
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INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection );
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INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection );
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SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked );
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void CivilianGroupChangesSides( UINT8 ubCivilianGroup );
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