mirror of
https://github.com/1dot13/source.git
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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
This commit is contained in:
+106
-104
@@ -1,10 +1,10 @@
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#ifndef __SOLDER_CONTROL_H
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#define __SOLDER_CONTROL_H
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//Kris: November 10, 1997
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//Please don't change this value from 10. It will invalidate all of the maps and soldiers.
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#define MAXPATROLGRIDS 10 // *** THIS IS A DUPLICATION - MUST BE MOVED !
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//dnl ch33 200909
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// In the future MAXPATROLDGRIDS could be externalized but his value must always be >= OLD_MAXPATROLGRIDS
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#define OLD_MAXPATROLGRIDS 10
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#define MAXPATROLGRIDS OLD_MAXPATROLGRIDS
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#include "Animation Cache.h"
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#include "Timer Control.h"
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@@ -340,6 +340,7 @@ enum
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HIT_BY_MUSTARDGAS = 0x02,
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HIT_BY_CREATUREGAS = 0x04,
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HIT_BY_BURNABLEGAS = 0x08,
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HIT_BY_SMOKEGAS = 0x10,//dnl ch40 200909
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};
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@@ -398,9 +399,9 @@ public:
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INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
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INT8 bLastAction;
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INT8 bAction;
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UINT16 usActionData;
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INT32 usActionData;
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INT8 bNextAction;
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UINT16 usNextActionData;
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INT32 usNextActionData;
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INT8 bActionInProgress;
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INT8 bAlertStatus;
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INT8 bOppCnt;
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@@ -417,8 +418,8 @@ public:
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INT8 bDominantDir; // AI main direction to face...
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INT8 bPatrolCnt; // number of patrol gridnos
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INT8 bNextPatrolPnt; // index to next patrol gridno
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INT16 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
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INT16 sNoiseGridno;
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INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
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INT32 sNoiseGridno;
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UINT8 ubNoiseVolume;
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INT8 bLastAttackHit;
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UINT8 ubXRayedBy;
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@@ -430,11 +431,11 @@ public:
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INT8 bAIMorale;
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UINT8 ubPendingAction;
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UINT8 ubPendingActionAnimCount;
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UINT32 uiPendingActionData1;
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INT16 sPendingActionData2;
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UINT32 uiPendingActionData1;
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INT32 sPendingActionData2;
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INT8 bPendingActionData3;
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INT8 ubDoorHandleCode;
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UINT32 uiPendingActionData4;
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UINT32 uiPendingActionData4;
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INT8 bInterruptDuelPts;
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INT8 bPassedLastInterrupt;
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INT16 bIntStartAPs; //100AP
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@@ -442,7 +443,7 @@ public:
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INT8 bHunting;
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UINT8 ubLastCall;
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UINT8 ubCaller;
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INT16 sCallerGridNo;
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INT32 sCallerGridNo;
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UINT8 bCallPriority;
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INT8 bCallActedUpon;
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INT8 bFrenzied;
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@@ -626,9 +627,9 @@ public:
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INT8 bDesiredDirection;
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INT16 sDestXPos;
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INT16 sDestYPos;
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//INT16 sDesiredDest;//apparently not used
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INT16 sDestination;
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INT16 sFinalDestination;
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//INT32 sDesiredDest;//apparently not used
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INT32 sDestination;
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INT32 sFinalDestination;
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INT8 bLevel;
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INT8 bStopped;
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INT8 bNeedToLook;
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@@ -636,7 +637,7 @@ public:
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UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
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UINT16 usPathDataSize;
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UINT16 usPathIndex;
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INT16 sBlackList;
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INT32 sBlackList;
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INT8 bPathStored; // good for AI to reduct redundancy
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};
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@@ -674,7 +675,7 @@ public:
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UINT8 bReserved1;
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CHAR16 name[ 10 ];
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INT16 GetMaxDistanceVisible(INT16 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
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INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
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// DESCRIPTION / STATS, ETC
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UINT8 ubBodyType;
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@@ -721,12 +722,12 @@ public:
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FLOAT dYPos;
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FLOAT dOldXPos;
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FLOAT dOldYPos;
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INT16 sInitialGridNo;
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INT16 sGridNo;
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INT32 sInitialGridNo;
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INT32 sGridNo;
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UINT8 ubDirection;
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INT16 sHeightAdjustment;
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INT16 sDesiredHeight;
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INT16 sTempNewGridNo; // New grid no for advanced animations
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INT32 sTempNewGridNo; // New grid no for advanced animations
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INT16 sRoomNo;
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INT8 bOverTerrainType;
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INT8 bOldOverTerrainType;
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@@ -748,7 +749,7 @@ public:
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UINT8 ubAttackerID;
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UINT8 ubPreviousAttackerID;
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INT16 sInsertionGridNo;
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INT32 sInsertionGridNo;
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AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers
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@@ -764,15 +765,15 @@ public:
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// MOVEMENT TO NEXT TILE HANDLING STUFF
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UINT8 ubDelayedMovementCauseMerc;
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INT16 sDelayedMovementCauseGridNo;
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INT16 sReservedMovementGridNo;
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INT32 sDelayedMovementCauseGridNo;
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INT32 sReservedMovementGridNo;
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// Weapon Stuff
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INT16 sTargetGridNo;
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INT32 sTargetGridNo;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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INT16 sLastTarget;
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INT32 sLastTarget;
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INT8 bTilesMoved;
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FLOAT dNextBleed;
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@@ -785,7 +786,7 @@ public:
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// FULL 3-d TILE STUFF ( keep records of three tiles infront )
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UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
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INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
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INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
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// PALETTE MANAGEMENT STUFF
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@@ -822,7 +823,7 @@ public:
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UINT16 usUnblitWidth, usUnblitHeight;
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UINT8 ubStrategicInsertionCode;
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UINT16 usStrategicInsertionData;
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INT32 usStrategicInsertionData;
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INT32 iLight;
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@@ -848,7 +849,7 @@ public:
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UINT16 usAnimSurface;
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UINT16 sZLevel;
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INT16 sWalkToAttackGridNo;
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INT32 sWalkToAttackGridNo;
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INT16 sWalkToAttackWalkToCost;
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@@ -899,10 +900,10 @@ public:
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INT16 sPlannedTargetX;
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INT16 sPlannedTargetY;
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INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
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INT16 sStartGridNo;
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INT16 sEndGridNo;
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INT16 sForcastGridno;
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INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
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INT32 sStartGridNo;
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INT32 sEndGridNo;
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INT32 sForcastGridno;
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INT16 sZLevelOverride;
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INT8 bMovedPriorToInterrupt;
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INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
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@@ -929,7 +930,7 @@ public:
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UINT32 uiSoldierUpdateNumber;
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BYTE ubSoldierUpdateType;
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UINT16 sScheduledStop; //hayden, used for scheduling a grid to stop
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INT32 sScheduledStop; //hayden, used for scheduling a grid to stop
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//END
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INT32 iStartOfInsuranceContract;
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@@ -953,22 +954,22 @@ public:
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INT8 bEndDoorOpenCode;
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UINT8 ubScheduleID;
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INT16 sEndDoorOpenCodeData;
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INT32 sEndDoorOpenCodeData;//dnl ch53 121009
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INT8 bBlockedByAnotherMercDirection;
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UINT16 usAttackingWeapon;
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INT8 bWeaponMode;
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UINT8 ubTargetID;
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INT8 bAIScheduleProgress;
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INT16 sOffWorldGridNo;
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INT32 sOffWorldGridNo;
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struct TAG_anitile *pAniTile;
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INT8 bCamo;
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INT16 sAbsoluteFinalDestination;
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INT32 sAbsoluteFinalDestination;
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UINT8 ubHiResDirection;
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UINT8 ubHiResDesiredDirection;
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UINT8 ubLastFootPrintSound;
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INT8 bVehicleID;
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INT8 bMovementDirection;
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INT16 sOldGridNo;
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INT32 sOldGridNo;
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UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
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INT16 sBoundingBoxWidth;
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INT16 sBoundingBoxHeight;
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@@ -996,14 +997,14 @@ public:
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UINT8 ubTurnsUntilCanSayHeardNoise;
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UINT16 usQuoteSaidExtFlags;
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UINT16 sContPathLocation;
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INT32 sContPathLocation;//dnl ch53 was UINT16
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INT8 bGoodContPath;
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UINT8 ubPendingActionInterrupted;
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INT8 bNoiseLevel;
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INT8 bRegenerationCounter;
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INT8 bRegenBoostersUsedToday;
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INT8 bNumPelletsHitBy;
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INT16 sSkillCheckGridNo;
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INT32 sSkillCheckGridNo;
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UINT8 ubLastEnemyCycledID;
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UINT8 ubPrevSectorID;
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@@ -1024,12 +1025,12 @@ public:
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UINT8 ubMiscSoldierFlags;
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UINT8 ubReasonCantFinishMove;
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INT16 sLocationOfFadeStart;
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INT32 sLocationOfFadeStart;
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UINT8 bUseExitGridForReentryDirection;
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UINT32 uiTimeSinceLastSpoke;
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UINT8 ubContractRenewalQuoteCode;
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INT16 sPreTraversalGridNo;
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INT32 sPreTraversalGridNo;
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UINT32 uiXRayActivatedTime;
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INT8 bTurningFromUI;
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INT8 bPendingActionData5;
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@@ -1043,6 +1044,7 @@ public:
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UINT32 uiTimeSoldierWillArrive;
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INT8 bVehicleUnderRepairID;
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INT32 iTimeCanSignElsewhere;
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INT8 bHospitalPriceModifier;
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@@ -1052,12 +1054,12 @@ public:
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INT32 iPositionSndID;
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INT32 iTuringSoundID;
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UINT8 ubLastDamageReason;
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INT16 sLastTwoLocations[2];
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INT32 sLastTwoLocations[2];
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INT32 uiTimeSinceLastBleedGrunt;
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UINT8 ubNextToPreviousAttackerID;
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UINT8 bDoAutofire;
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INT8 numFlanks;
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INT16 lastFlankSpot;
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INT32 lastFlankSpot;
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INT8 sniper;
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INT16 origDir;
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INT8 wornCamo;
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@@ -1096,7 +1098,7 @@ public:
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STRUCT_Pathing pathing;
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// Debugging data - not saved
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INT16 sPlotSrcGrid;
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INT32 sPlotSrcGrid;
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public:
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@@ -1114,32 +1116,32 @@ public:
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BOOLEAN ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAniCode, BOOLEAN fForce );
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void EVENT_SetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos );
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void EVENT_SetSoldierDestination( UINT8 ubNewDirection );
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void EVENT_GetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim );
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void EVENT_GetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim );
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void EVENT_SetSoldierDirection( UINT16 usNewDirection );
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void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection );
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void EVENT_FireSoldierWeapon( INT16 sTargetGridNo );
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void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT16 sLocationGridNo );
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void EVENT_SoldierBeginBladeAttack( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginPunchAttack( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_StopMerc( INT16 sGridNo, INT8 bDirection );
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void EVENT_SoldierBeginCutFence( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginRepair( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginRefuel( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginKnifeThrowAttack( INT16 sGridNo, UINT8 ubDirection );
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void EVENT_FireSoldierWeapon( INT32 sTargetGridNo );
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void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
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void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_StopMerc( INT32 sGridNo, INT8 bDirection );
|
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void EVENT_SoldierBeginCutFence( INT32 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierBeginRepair( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginRefuel( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginKnifeThrowAttack( INT32 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierBeginUseDetonator( void );
|
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void EVENT_SoldierBeginDropBomb( void );
|
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void EVENT_SoldierEnterVehicle( INT16 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginGiveItem( void );
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void EVENT_SetSoldierPositionAndMaybeFinalDest( FLOAT dNewXPos, FLOAT dNewYPos, BOOLEAN fUpdateFinalDest );
|
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void EVENT_SetSoldierPositionForceDelete( FLOAT dNewXPos, FLOAT dNewYPos );
|
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void EVENT_SoldierBeginReloadRobot( INT16 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot );
|
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void EVENT_SoldierBeginTakeBlood( INT16 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierBeginAttachCan( INT16 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot );
|
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void EVENT_SoldierBeginTakeBlood( INT32 sGridNo, UINT8 ubDirection );
|
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void EVENT_SoldierBeginAttachCan( INT32 sGridNo, UINT8 ubDirection );
|
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void EVENT_BeginMercTurn( BOOLEAN fFromRealTime, INT32 iRealTimeCounter );
|
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|
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BOOLEAN EVENT_InternalGetNewSoldierPath( INT16 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
|
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BOOLEAN EVENT_InternalGetNewSoldierPath( INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestart );
|
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void EVENT_InternalSetSoldierDestination( UINT16 usNewDirection, BOOLEAN fFromMove, UINT16 usAnimState );
|
||||
void EVENT_InternalSetSoldierPosition( FLOAT dNewXPos, FLOAT dNewYPos ,BOOLEAN fUpdateDest, BOOLEAN fUpdateFinalDest, BOOLEAN fForceDelete );
|
||||
|
||||
@@ -1150,7 +1152,7 @@ public:
|
||||
void ChangeSoldierStance( UINT8 ubDesiredStance );
|
||||
void StopSoldier( void );
|
||||
void ReviveSoldier( void );
|
||||
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT16 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
|
||||
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
|
||||
|
||||
|
||||
// Palette functions for soldiers
|
||||
@@ -1192,14 +1194,14 @@ public:
|
||||
void SetSoldierCowerState( BOOLEAN fOn );
|
||||
void SetSoldierAsUnderAiControl( void );
|
||||
void ResetSoldierChangeStatTimer( void );
|
||||
void SetSoldierGridNo( INT16 sNewGridNo, BOOLEAN fForceRemove );
|
||||
void SetSoldierGridNo( INT32 sNewGridNo, BOOLEAN fForceRemove );
|
||||
void SetSoldierHeight( FLOAT dNewHeight );
|
||||
void InternalSetSoldierHeight( FLOAT dNewHeight, BOOLEAN fUpdateLevel );//this function did not have a forward declaration
|
||||
|
||||
|
||||
BOOLEAN DoMercBattleSound( UINT8 ubBattleSoundID );
|
||||
BOOLEAN InternalDoMercBattleSound( UINT8 ubBattleSoundID, INT8 bSpecialCode );
|
||||
BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags );
|
||||
BOOLEAN GetProfileFlagsFromGridno( UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
|
||||
void HaultSoldierFromSighting( BOOLEAN fFromSightingEnemy );
|
||||
void ReLoadSoldierAnimationDueToHandItemChange( UINT16 usOldItem, UINT16 usNewItem );
|
||||
void DoNinjaAttack( void );
|
||||
@@ -1327,11 +1329,11 @@ BOOLEAN DeletePaletteData( );
|
||||
// UTILITY FUNCTUIONS
|
||||
void MoveMercFacingDirection( SOLDIERTYPE *pSoldier, BOOLEAN fReverse, FLOAT dMovementDist );
|
||||
UINT8 GetDirectionFromXY( INT16 sXPos, INT16 sYPos, SOLDIERTYPE *pSoldier );
|
||||
BOOLEAN GetDirectionChangeAmount( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount);
|
||||
UINT8 GetDirectionFromGridNo( INT16 sGridNo, SOLDIERTYPE *pSoldier );
|
||||
BOOLEAN GetDirectionChangeAmount( INT32 sGridNo, SOLDIERTYPE *pSoldier, UINT8 uiTurnAmount);
|
||||
UINT8 GetDirectionFromGridNo( INT32 sGridNo, SOLDIERTYPE *pSoldier );
|
||||
UINT8 atan8( INT16 sXPos, INT16 sYPos, INT16 sXPos2, INT16 sYPos2 );
|
||||
UINT8 atan8FromAngle( DOUBLE dAngle );
|
||||
INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc );
|
||||
INT16 GetDirectionToGridNoFromGridNo( INT32 sGridNoDest, INT32 sGridNoSrc );
|
||||
// This function is now obsolete. Call ReduceAttackBusyCount instead.
|
||||
// void ReleaseSoldiersAttacker( SOLDIERTYPE *pSoldier );
|
||||
|
||||
@@ -1340,16 +1342,16 @@ INT16 GetDirectionToGridNoFromGridNo( INT16 sGridNoDest, INT16 sGridNoSrc );
|
||||
// WRAPPERS FOR SOLDIER EVENTS
|
||||
void SendSoldierPositionEvent( SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos );
|
||||
void SendSoldierDestinationEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDestination );
|
||||
void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT16 sDestGridNo, UINT16 usMovementAnim );
|
||||
void SendGetNewSoldierPathEvent( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim );
|
||||
void SendSoldierSetDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usNewDirection );
|
||||
void SendSoldierSetDesiredDirectionEvent( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
|
||||
void SendChangeSoldierStanceEvent( SOLDIERTYPE *pSoldier, UINT8 ubNewStance );
|
||||
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo );
|
||||
void SendBeginFireWeaponEvent( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
|
||||
|
||||
|
||||
|
||||
void HandleAnimationProfile( SOLDIERTYPE *pSoldier, UINT16 usAnimState, BOOLEAN fRemove );
|
||||
BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, UINT16 sTestGridNo, UINT16 *usFlags );
|
||||
BOOLEAN GetProfileFlagsFromGridno( SOLDIERTYPE *pSoldier, UINT16 usAnimState, INT32 sTestGridNo, UINT16 *usFlags );
|
||||
BOOLEAN PreloadSoldierBattleSounds( SOLDIERTYPE *pSoldier, BOOLEAN fRemove );
|
||||
void CrowsFlyAway( UINT8 ubTeam );
|
||||
void DebugValidateSoldierData( );
|
||||
@@ -1477,12 +1479,12 @@ public:
|
||||
FLOAT dYPos;
|
||||
FLOAT dOldXPos;
|
||||
FLOAT dOldYPos;
|
||||
INT16 sInitialGridNo;
|
||||
INT16 sGridNo;
|
||||
INT32 sInitialGridNo;
|
||||
INT32 sGridNo;
|
||||
UINT8 ubDirection;
|
||||
INT16 sHeightAdjustment;
|
||||
INT16 sDesiredHeight;
|
||||
INT16 sTempNewGridNo; // New grid no for advanced animations
|
||||
INT32 sTempNewGridNo; // New grid no for advanced animations
|
||||
INT16 sRoomNo;
|
||||
INT8 bOverTerrainType;
|
||||
INT8 bOldOverTerrainType;
|
||||
@@ -1528,7 +1530,7 @@ public:
|
||||
BOOLEAN fPauseAllAnimation;
|
||||
|
||||
INT8 bExpLevel; // general experience level
|
||||
INT16 sInsertionGridNo;
|
||||
INT32 sInsertionGridNo;
|
||||
|
||||
BOOLEAN fContinueMoveAfterStanceChange;
|
||||
|
||||
@@ -1548,17 +1550,17 @@ public:
|
||||
// MOVEMENT TO NEXT TILE HANDLING STUFF
|
||||
INT8 bAgility; // agility (speed) value
|
||||
UINT8 ubDelayedMovementCauseMerc;
|
||||
INT16 sDelayedMovementCauseGridNo;
|
||||
INT16 sReservedMovementGridNo;
|
||||
INT32 sDelayedMovementCauseGridNo;
|
||||
INT32 sReservedMovementGridNo;
|
||||
|
||||
INT8 bStrength;
|
||||
|
||||
// Weapon Stuff
|
||||
BOOLEAN fHoldAttackerUntilDone;
|
||||
INT16 sTargetGridNo;
|
||||
INT32 sTargetGridNo;
|
||||
INT8 bTargetLevel;
|
||||
INT8 bTargetCubeLevel;
|
||||
INT16 sLastTarget;
|
||||
INT32 sLastTarget;
|
||||
INT8 bTilesMoved;
|
||||
INT8 bLeadership;
|
||||
FLOAT dNextBleed;
|
||||
@@ -1593,7 +1595,7 @@ public:
|
||||
|
||||
// FULL 3-d TILE STUFF ( keep records of three tiles infront )
|
||||
UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
|
||||
INT16 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
|
||||
INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
|
||||
|
||||
|
||||
SGPPaletteEntry *p8BPPPalette; // 4
|
||||
@@ -1619,9 +1621,9 @@ public:
|
||||
INT8 bDesiredDirection;
|
||||
INT16 sDestXPos;
|
||||
INT16 sDestYPos;
|
||||
INT16 sDesiredDest;
|
||||
INT16 sDestination;
|
||||
INT16 sFinalDestination;
|
||||
INT32 sDesiredDest;
|
||||
INT32 sDestination;
|
||||
INT32 sFinalDestination;
|
||||
INT8 bLevel;
|
||||
INT8 bStopped;
|
||||
INT8 bNeedToLook;
|
||||
@@ -1633,7 +1635,7 @@ public:
|
||||
UINT16 usPathingData[ MAX_PATH_LIST_SIZE ];
|
||||
UINT16 usPathDataSize;
|
||||
UINT16 usPathIndex;
|
||||
INT16 sBlackList;
|
||||
INT32 sBlackList;
|
||||
INT8 bAimTime;
|
||||
INT8 bShownAimTime;
|
||||
INT8 bPathStored; // good for AI to reduct redundancy
|
||||
@@ -1647,7 +1649,7 @@ public:
|
||||
UINT16 usUnblitWidth, usUnblitHeight;
|
||||
|
||||
UINT8 ubStrategicInsertionCode;
|
||||
UINT16 usStrategicInsertionData;
|
||||
INT32 usStrategicInsertionData;
|
||||
|
||||
|
||||
INT32 iLight;
|
||||
@@ -1673,9 +1675,9 @@ public:
|
||||
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
|
||||
INT8 bLastAction;
|
||||
INT8 bAction;
|
||||
UINT16 usActionData;
|
||||
INT32 usActionData;
|
||||
INT8 bNextAction;
|
||||
UINT16 usNextActionData;
|
||||
INT32 usNextActionData;
|
||||
INT8 bActionInProgress;
|
||||
INT8 bAlertStatus;
|
||||
INT8 bOppCnt;
|
||||
@@ -1692,8 +1694,8 @@ public:
|
||||
INT8 bDominantDir; // AI main direction to face...
|
||||
INT8 bPatrolCnt; // number of patrol gridnos
|
||||
INT8 bNextPatrolPnt; // index to next patrol gridno
|
||||
INT16 usPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
|
||||
INT16 sNoiseGridno;
|
||||
INT16 usPatrolGrid[OLD_MAXPATROLGRIDS];//dnl ch27 230909
|
||||
INT16 sNoiseGridNo;
|
||||
UINT8 ubNoiseVolume;
|
||||
INT8 bLastAttackHit;
|
||||
UINT8 ubXRayedBy;
|
||||
@@ -1706,7 +1708,7 @@ public:
|
||||
UINT8 ubPendingAction;
|
||||
UINT8 ubPendingActionAnimCount;
|
||||
UINT32 uiPendingActionData1;
|
||||
INT16 sPendingActionData2;
|
||||
INT32 sPendingActionData2;
|
||||
INT8 bPendingActionData3;
|
||||
INT8 ubDoorHandleCode;
|
||||
UINT32 uiPendingActionData4;
|
||||
@@ -1717,7 +1719,7 @@ public:
|
||||
INT8 bHunting;
|
||||
UINT8 ubLastCall;
|
||||
UINT8 ubCaller;
|
||||
INT16 sCallerGridNo;
|
||||
INT32 sCallerGridNo;
|
||||
UINT8 bCallPriority;
|
||||
INT8 bCallActedUpon;
|
||||
INT8 bFrenzied;
|
||||
@@ -1733,7 +1735,7 @@ public:
|
||||
BOOLEAN fPrevInWater;
|
||||
BOOLEAN fGoBackToAimAfterHit;
|
||||
|
||||
INT16 sWalkToAttackGridNo;
|
||||
INT32 sWalkToAttackGridNo;
|
||||
INT16 sWalkToAttackWalkToCost;
|
||||
|
||||
BOOLEAN fForceRenderColor;
|
||||
@@ -1800,11 +1802,11 @@ public:
|
||||
INT16 sPlannedTargetX;
|
||||
INT16 sPlannedTargetY;
|
||||
|
||||
INT16 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
|
||||
INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
|
||||
BOOLEAN fDoSpread;
|
||||
INT16 sStartGridNo;
|
||||
INT16 sEndGridNo;
|
||||
INT16 sForcastGridno;
|
||||
INT32 sStartGridNo;
|
||||
INT32 sEndGridNo;
|
||||
INT32 sForcastGridNo;
|
||||
INT16 sZLevelOverride;
|
||||
INT8 bMovedPriorToInterrupt;
|
||||
INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
|
||||
@@ -1886,10 +1888,10 @@ public:
|
||||
INT8 bWeaponMode;
|
||||
UINT8 ubTargetID;
|
||||
INT8 bAIScheduleProgress;
|
||||
INT16 sOffWorldGridNo;
|
||||
INT32 sOffWorldGridNo;
|
||||
struct TAG_anitile *pAniTile;
|
||||
INT8 bCamo;
|
||||
INT16 sAbsoluteFinalDestination;
|
||||
INT32 sAbsoluteFinalDestination;
|
||||
UINT8 ubHiResDirection;
|
||||
UINT8 ubHiResDesiredDirection;
|
||||
UINT8 ubLastFootPrintSound;
|
||||
@@ -1897,7 +1899,7 @@ public:
|
||||
INT8 fPastXDest;
|
||||
INT8 fPastYDest;
|
||||
INT8 bMovementDirection;
|
||||
INT16 sOldGridNo;
|
||||
INT32 sOldGridNo;
|
||||
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
|
||||
INT16 sBoundingBoxWidth;
|
||||
INT16 sBoundingBoxHeight;
|
||||
@@ -1941,14 +1943,14 @@ public:
|
||||
UINT8 ubTurnsUntilCanSayHeardNoise;
|
||||
UINT16 usQuoteSaidExtFlags;
|
||||
|
||||
UINT16 sContPathLocation;
|
||||
UINT32 sContPathLocation;
|
||||
INT8 bGoodContPath;
|
||||
UINT8 ubPendingActionInterrupted;
|
||||
INT8 bNoiseLevel;
|
||||
INT8 bRegenerationCounter;
|
||||
INT8 bRegenBoostersUsedToday;
|
||||
INT8 bNumPelletsHitBy;
|
||||
INT16 sSkillCheckGridNo;
|
||||
INT32 sSkillCheckGridNo;
|
||||
UINT8 ubLastEnemyCycledID;
|
||||
|
||||
UINT8 ubPrevSectorID;
|
||||
@@ -1973,12 +1975,12 @@ public:
|
||||
UINT8 ubMiscSoldierFlags;
|
||||
UINT8 ubReasonCantFinishMove;
|
||||
|
||||
INT16 sLocationOfFadeStart;
|
||||
INT32 sLocationOfFadeStart;
|
||||
UINT8 bUseExitGridForReentryDirection;
|
||||
|
||||
UINT32 uiTimeSinceLastSpoke;
|
||||
UINT8 ubContractRenewalQuoteCode;
|
||||
INT16 sPreTraversalGridNo;
|
||||
INT32 sPreTraversalGridNo;
|
||||
UINT32 uiXRayActivatedTime;
|
||||
INT8 bTurningFromUI;
|
||||
INT8 bPendingActionData5;
|
||||
@@ -2009,14 +2011,14 @@ public:
|
||||
INT32 iTuringSoundID;
|
||||
UINT8 ubLastDamageReason;
|
||||
BOOLEAN fComplainedThatTired;
|
||||
INT16 sLastTwoLocations[2];
|
||||
INT32 sLastTwoLocations[2];
|
||||
INT16 bFillerDude;
|
||||
INT32 uiTimeSinceLastBleedGrunt;
|
||||
UINT8 ubNextToPreviousAttackerID;
|
||||
UINT8 bDoAutofire;
|
||||
BOOLEAN autofireLastStep;
|
||||
INT8 numFlanks;
|
||||
INT16 lastFlankSpot;
|
||||
INT32 lastFlankSpot;
|
||||
BOOLEAN lastFlankLeft;
|
||||
INT8 sniper;
|
||||
INT16 origDir;
|
||||
@@ -2046,7 +2048,7 @@ public:
|
||||
std::vector<int> bNewItemCycleCount;
|
||||
|
||||
// Debugging data - not saved
|
||||
INT16 sPlotSrcGrid;
|
||||
INT32 sPlotSrcGrid;
|
||||
}; // OLDSOLDIERTYPE_101;
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user