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AI and tactics improvements (by Sevenfm):
New options: AI_YELLOW_FLANKING - yellow flanking is disabled by default IMPROVED_TACTICAL_UI - use name color to show soldier's status (disguised, drunk) Removed obsolete options: SHOW_COVER_INDICATOR SHOW_ENEMY_RANK_ICON SHOW_ENEMY_AWARENESS Fixes and improvements: - collapsed enemies should not taunt - if soldier is unconscious, he can't see anything or anybody - ClosestReachableDisturbance - performance improvement - allow InternalGoAsFarAsPossibleTowards to jump over fences git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8226 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+26
-306
@@ -62,10 +62,9 @@
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#include "weapons.h"
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#include "Map Screen Interface.h" // added by Flugente for SquadNames
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#include "environment.h"
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// sevenfm: needed for _KeyDown(SHIFT)
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#include "english.h"
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#include "DisplayCover.h"
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#include "SkillCheck.h" // added by Flugente
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#include "Drugs And Alcohol.h" // sevenfm
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#include "english.h" // sevenfm
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#endif
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#include "InterfaceItemImages.h"
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@@ -1908,39 +1907,36 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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// Display name
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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SetFontForeground( FONT_MCOLOR_WHITE );
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BOOLEAN bInCombat = gTacticalStatus.uiFlags & TURNBASED && gTacticalStatus.uiFlags & INCOMBAT;
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BOOLEAN bStealth = pSoldier->bStealthMode || pSoldier->usSoldierFlagMask & ( SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER );
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// sevenfm: for mercs use name color as cover indicator
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// only use color when there is enemy in sector
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if( pSoldier->bTeam == OUR_TEAM &&
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(NumEnemyInSector() != 0) &&
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! ( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT) ) &&
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( ( gGameExternalOptions.ubShowCoverIndicator == 1 && ( bInCombat || bStealth ) ) ||
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( gGameExternalOptions.ubShowCoverIndicator == 2 && bStealth ) ) )
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// sevenfm: improved UI
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if( gGameExternalOptions.fImprovedTacticalUI )
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{
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INT8 cover = 3; // MAX_COVER
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BOOLEAN showCover;
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INT32 usMapPos;
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INT16 color8, color16;
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if( GetMouseMapPos(&usMapPos) && _KeyDown(SHIFT) )
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if( pSoldier->flags.uiStatusFlags & SOLDIER_PC &&
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pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER) )
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{
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// target tile cover
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CalculateCoverForSoldier( pSoldier, usMapPos, gsInterfaceLevel, cover );
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SetRGBFontForeground( 220, 220, 0 );
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}
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else
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else if ( GetDrunkLevel(pSoldier) != SOBER )
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{
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// merc's cover
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CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
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switch ( GetDrunkLevel(pSoldier) )
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{
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case FEELING_GOOD:
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SetRGBFontForeground( 180, 180, 240 );
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break;
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case BORDERLINE:
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SetRGBFontForeground( 120, 120, 240 );
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break;
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case DRUNK:
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SetRGBFontForeground( 20, 20, 240 );
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break;
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case HUNGOVER:
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SetRGBFontForeground( 120, 20, 240 );
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break;
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default:
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SetFontForeground( FONT_MCOLOR_WHITE );
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}
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}
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showCover = CoverColorCode( cover, color8, color16 );
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SetFontForeground( (UINT8)color8 );
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}
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else
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{
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SetFontForeground( FONT_MCOLOR_WHITE );
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}
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if ( pSoldier->ubProfile != NO_PROFILE || ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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@@ -2358,8 +2354,6 @@ void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
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// sevenfm: show weapon name and additional info
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ShowEnemyWeapon( sX, sY, pSoldier );
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ShowEnemyHealthBar( sX, sY, pSoldier );
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ShowAdditionalInfo( sX, sY, pSoldier );
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ShowRankIcon( sXPos, sYPos, pSoldier );
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}
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// Flugente: soldier profiles
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else if ( pSoldier->bTeam == MILITIA_TEAM && ((gGameExternalOptions.fSoldierProfiles_Militia && pSoldier->usSoldierProfile) || pSoldier->usIndividualMilitiaID) )
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@@ -3592,43 +3586,7 @@ void DrawBarsInUIBox( SOLDIERTYPE *pSoldier , INT16 sXPos, INT16 sYPos, INT16 sW
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DrawBar( sXPos+3, sYPos+1+2*interval, (INT32)dWidth, sHeight, COLOR_ORANGE, Get16BPPColor( FROMRGB( 220, 140, 0 ) ), pDestBuf );
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}
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/*
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BOOLEAN bDisguised = pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER);
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BOOLEAN bStealth = pSoldier->bStealthMode;
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// draw cover indicators
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if( ( gGameExternalOptions.ubShowHealthBarsOnHead > 1 ) &&
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( (gTacticalStatus.uiFlags & TURNBASED ) && (gTacticalStatus.uiFlags & INCOMBAT) || bStealth || bDisguised ) )
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{
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INT8 cover = 3; // MAX_COVER
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BOOLEAN showCover;
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INT32 usMapPos;
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if( gGameExternalOptions.ubShowCoverIndicator ==1 ||
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( gGameExternalOptions.ubShowCoverIndicator ==3 && (bStealth || bDisguised) ) )
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{
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if( GetMouseMapPos(&usMapPos) && _KeyDown(SHIFT) )
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{
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// draw target tile cover indicator
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CalculateCoverForSoldier( pSoldier, usMapPos, gsInterfaceLevel, cover );
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showCover = CoverColorCode( cover, color8, color16 );
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}
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else
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{
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// draw cover indicator
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CalculateCoverForSoldier( pSoldier, pSoldier->sGridNo, pSoldier->pathing.bLevel, cover );
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showCover = CoverColorCode( cover, color8, color16 );
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if ( color8 == COLOR_GREEN)
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showCover = FALSE;
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}
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if(showCover)
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DrawBar( sXPos+33, sYPos+1, 1+sHeight , (interval==3 ? 2 : 3 )*interval-1, color8, color16, pDestBuf );
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}
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}
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*/
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UnLockVideoSurface( FRAME_BUFFER );
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}
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void EndDeadlockMsg( )
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@@ -5823,141 +5781,6 @@ void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16
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}
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}
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BOOLEAN CoverColorCode( INT8 cover, INT16 &color8, INT16 &color16 ){
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BOOLEAN showCover = TRUE;
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switch(cover)
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{
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case 0:
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//color8 = COLOR_RED;
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color8 = FONT_MCOLOR_RED;
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color16 = Get16BPPColor( FROMRGB( 220, 0, 0 ) );
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break;
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case 1:
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color8 = COLOR_ORANGE;
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color16 = Get16BPPColor( FROMRGB( 220, 140, 0 ) );
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break;
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case 2:
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color8 = COLOR_YELLOW;
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color16 = Get16BPPColor( FROMRGB( 220, 220, 0 ) );
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break;
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case 3:
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color8 = COLOR_GREEN;
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color16 = Get16BPPColor( FROMRGB( 0, 200, 0 ) );
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break;
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default:
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showCover = FALSE;
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}
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return showCover;
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}
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void DrawRankIcon( INT8 rank, INT32 baseX, INT32 baseY )
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{
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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INT16 color8;
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INT16 color16;
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pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, gsVIEWPORT_WINDOW_START_Y, SCREEN_WIDTH, ( gsVIEWPORT_WINDOW_END_Y - gsVIEWPORT_WINDOW_START_Y ) );
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if(rank<6)
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{
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color8 = FONT_DKGREEN;
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color16 = Get16BPPColor( FROMRGB( 20, 60, 20 ) );
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//color8 = FONT_ORANGE;
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//color16 = Get16BPPColor( FROMRGB( 160, 80, 0 ) );
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}
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else
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{
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color8 = FONT_DKRED;
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color16 = Get16BPPColor( FROMRGB( 60, 20, 20 ) );
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}
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DrawBar( baseX+2, baseY+2, 7, 8, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+10, baseX+7, baseY+10, color8, color16, pDestBuf );
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DrawLine( baseX+4, baseY+11, baseX+6, baseY+11, color8, color16, pDestBuf );
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if(rank<6)
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{
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color8 = COLOR_GREEN;
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color16 = Get16BPPColor( FROMRGB( 20, 80, 20 ) );
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//color8 = FONT_YELLOW;
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//color16 = Get16BPPColor( FROMRGB( 200, 120, 00 ) );
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}
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else
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{
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color8 = COLOR_RED;
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color16 = Get16BPPColor( FROMRGB( 120, 20, 20 ) );
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}
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DrawLine( baseX+2, baseY+1, baseX+8, baseY+1, color8, color16, pDestBuf );
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DrawLine( baseX+1, baseY+2, baseX+1, baseY+9, color8, color16, pDestBuf );
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DrawLine( baseX+9, baseY+2, baseX+9, baseY+9, color8, color16, pDestBuf );
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DrawLine( baseX+1, baseY+9, baseX+4, baseY+12, color8, color16, pDestBuf );
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DrawLine( baseX+4, baseY+12, baseX+6, baseY+12, color8, color16, pDestBuf );
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DrawLine( baseX+6, baseY+12, baseX+9, baseY+9, color8, color16, pDestBuf );
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if(rank<6)
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{
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//color8 = FONT_DKGREEN;
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//color16 = Get16BPPColor( FROMRGB( 0, 40, 0 ) );
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//color8 = COLOR_LTGREY;
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//color16 = Get16BPPColor( FROMRGB( 120, 120, 120 ) );
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color8 = COLOR_YELLOW;
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color16 = Get16BPPColor( FROMRGB( 200, 200, 200 ) );
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}
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else
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{
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color8 = FONT_ORANGE;
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color16 = Get16BPPColor( FROMRGB( 220, 140, 20 ) );
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}
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switch( rank )
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{
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case 1:
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DrawLine( baseX+3, baseY+6, baseX+7, baseY+6, color8, color16, pDestBuf );
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break;
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case 2:
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DrawLine( baseX+3, baseY+5, baseX+7, baseY+5, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+7, baseX+7, baseY+7, color8, color16, pDestBuf );
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break;
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case 3:
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DrawLine( baseX+3, baseY+4, baseX+7, baseY+4, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+6, baseX+7, baseY+6, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+8, baseX+7, baseY+8, color8, color16, pDestBuf );
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break;
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case 4:
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DrawLine( baseX+3, baseY+5, baseX+5, baseY+8, color8, color16, pDestBuf );
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DrawLine( baseX+5, baseY+8, baseX+7, baseY+5, color8, color16, pDestBuf );
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break;
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case 5:
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DrawLine( baseX+3, baseY+4, baseX+7, baseY+4, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+6, baseX+5, baseY+9, color8, color16, pDestBuf );
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DrawLine( baseX+5, baseY+9, baseX+7, baseY+6, color8, color16, pDestBuf );
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break;
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case 6:
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DrawLine( baseX+5, baseY+4, baseX+5, baseY+8, color8, color16, pDestBuf );
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break;
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case 7:
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DrawLine( baseX+4, baseY+4, baseX+4, baseY+8, color8, color16, pDestBuf );
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DrawLine( baseX+6, baseY+4, baseX+6, baseY+8, color8, color16, pDestBuf );
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break;
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case 8:
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DrawLine( baseX+5, baseY+4, baseX+5, baseY+8, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+4, baseX+3, baseY+8, color8, color16, pDestBuf );
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DrawLine( baseX+7, baseY+4, baseX+7, baseY+8, color8, color16, pDestBuf );
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break;
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case 9:
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DrawLine( baseX+2, baseY+6, baseX+8, baseY+6, color8, color16, pDestBuf );
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DrawLine( baseX+5, baseY+3, baseX+5, baseY+9, color8, color16, pDestBuf );
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DrawLine( baseX+3, baseY+4, baseX+7, baseY+8, color8, color16, pDestBuf );
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DrawLine( baseX+7, baseY+4, baseX+3, baseY+8, color8, color16, pDestBuf );
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}
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UnLockVideoSurface( FRAME_BUFFER );
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}
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void DrawItemPic(INVTYPE *pItem, INT16 sX, INT16 sY )
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{
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UINT16 usGraphicNum;
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@@ -6311,69 +6134,6 @@ void ShowEnemyWeapon( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier )
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}
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}
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void ShowAdditionalInfo( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier )
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{
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BOOLEAN showExactInfo;
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CHAR16 NameStr[ MAX_ENEMY_NAMES_CHARS ];
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SOLDIERTYPE *pSelectedSoldier;
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if ( gusSelectedSoldier != NOBODY )
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pSelectedSoldier = MercPtrs[ gusSelectedSoldier ];
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else
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return;
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if( gGameExternalOptions.fEnemyRank || gGameExternalOptions.fEnemyNames )
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return;
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// calc max range for exact info
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if ( gusSelectedSoldier != NOBODY )
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showExactInfo = ShowExactInfo( pSelectedSoldier, pTargetSoldier );
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sX -= StringPixLength ( L"*", TINYFONT1 );
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if( gGameExternalOptions.fShowEnemyAwareness && gTacticalStatus.ubCurrentTeam == OUR_TEAM )
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{
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SetFont( TINYFONT1 );
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SetFontBackground( FONT_MCOLOR_BLACK );
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// show awareness sign only when in stealth mode or disguised
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if( ( gusSelectedSoldier != NOBODY ) &&
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( pTargetSoldier->bTeam == ENEMY_TEAM || pTargetSoldier->bTeam == CIV_TEAM && !pTargetSoldier->aiData.bNeutral ) &&
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( MercPtrs[ gusSelectedSoldier ]->bStealthMode || MercPtrs[ gusSelectedSoldier ]->usSoldierFlagMask & ( SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER ) ) )
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{
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if( pTargetSoldier->aiData.bOppList[ MercPtrs[ gusSelectedSoldier ]->ubID ] == SEEN_CURRENTLY )
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swprintf( NameStr, L"%s", L"*" );
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else
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swprintf( NameStr, L"%s", L"-" );
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SetFontForeground( FONT_GRAY1 );
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switch ( pTargetSoldier->aiData.bAlertStatus )
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{
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case STATUS_GREEN: // everything's OK, no suspicion
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SetFontForeground( FONT_GREEN );
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break;
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case STATUS_YELLOW: // he or his friend heard something
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SetFontForeground( FONT_YELLOW );
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break;
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case STATUS_RED: // has definite evidence of opponent
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SetFontForeground( FONT_ORANGE );
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break;
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case STATUS_BLACK: // currently sees an active opponent
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SetFontForeground( FONT_DKRED );
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break;
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}
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if ( showExactInfo )
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{
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// this feature is a part of 'show enemy health bar'
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if( gGameExternalOptions.ubShowEnemyHealth > 1 )
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{
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gprintfdirty( sX - 15, sY, NameStr );
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mprintf( sX - 15, sY, NameStr );
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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 ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier )
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{
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INT32 iBack;
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@@ -6406,46 +6166,6 @@ void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier )
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}
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}
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void ShowRankIcon( INT16 sXPos, INT16 sYPos, SOLDIERTYPE* pSoldier )
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{
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INT32 iBack;
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INT16 sX, sY;
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SOLDIERTYPE *pSelectedSoldier;
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if ( gusSelectedSoldier != NOBODY )
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pSelectedSoldier = MercPtrs[ gusSelectedSoldier ];
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else
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return;
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if ( pSelectedSoldier->aiData.bOppList[pSoldier->ubID] != SEEN_CURRENTLY )
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return;
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if( gGameExternalOptions.ubShowEnemyRankIcon && gTacticalStatus.ubCurrentTeam == OUR_TEAM )
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//&& (!gGameExternalOptions.fEnemyNames) && (!gGameExternalOptions.fEnemyRank))
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{
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sX = sXPos + 50;
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sY = sYPos + 17;
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if(gGameExternalOptions.fEnemyNames)
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sY+=10;
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if(gGameExternalOptions.fEnemyRank)
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sY+=10;
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iBack = RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 11 ), (INT16)(sY + 14 ) );
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if ( iBack != -1 )
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SetBackgroundRectFilled( iBack );
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DrawRankIcon( pSoldier->stats.bExpLevel, sX, sY );
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}
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}
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void DrawLine( INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color8, UINT16 color16, UINT8 *pDestBuf )
|
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{
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if(gbPixelDepth==16)
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LineDraw( TRUE, x1, y1, x2, y2, color16, pDestBuf);
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else
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LineDraw8( TRUE, x1, y1, x2, y2, color8, pDestBuf);
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}
|
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void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLines, INT32 iBarWidth, INT32 iBarHeight )
|
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{
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FLOAT dWidth, dPercentage;
|
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Reference in New Issue
Block a user