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More conversions to SoldierID
This commit is contained in:
@@ -39,7 +39,7 @@ namespace AI
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if(i.event_type_ == AIInputData::auditive_event)
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return os<<"sound: "<<i.noise_maker_<<" made a sound at "<<i.grid_no_<<", lvl "<<i.level_<<" vol "<<i.volume_<<" type "<<i.type_;
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if(i.event_type_ == AIInputData::visual_event)
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return os<<"visual: "<<(int)i.opponent_->ubID<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
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return os<<"visual: "<<i.opponent_->ubID.i<<" was seen at "<<i.grid_no_<<", lvl "<<i.level_<<" caller1 "<<i.caller1_<<" caller2 "<<i.caller2_;
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return os;
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}
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+80
-94
@@ -655,7 +655,6 @@ void ShutdownTacticalEngine( )
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BOOLEAN InitOverhead( )
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{
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UINT32 cnt;
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UINT16 cnt2;
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// Set pointers list
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for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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@@ -751,9 +750,9 @@ BOOLEAN InitOverhead( )
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gTacticalStatus.Team[ cnt ].bAwareOfOpposition = FALSE;
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// set team values in soldier structures for all who are on this team
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for ( cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; cnt2++ )
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for (SoldierID cnt2 = gTacticalStatus.Team[ cnt ].bFirstID; cnt2 <= gTacticalStatus.Team[ cnt ].bLastID; ++cnt2 )
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{
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MercPtrs[ cnt2 ]->bTeam = (INT8) cnt;
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cnt2->bTeam = (INT8) cnt;
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}
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}
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@@ -3962,7 +3961,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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#ifdef JA2UB
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if ( pSoldierOld->ubProfile == MORRIS_UB )
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{
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INT16 bSoldierID;
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SoldierID bSoldierID;
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SOLDIERTYPE* pOther = FindSoldierByProfileID( MORRIS_UB, FALSE );
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if ( pOther )
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{
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@@ -3975,10 +3974,10 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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bSoldierID = RandomSoldierIdFromNewMercsOnPlayerTeam();
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//if there is any
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if( bSoldierID != -1 )
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if( bSoldierID != NOBODY )
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{
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//say the MORRIS dead quote
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TacticalCharacterDialogue( &Menptr[ bSoldierID ], QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW );
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TacticalCharacterDialogue( bSoldierID, QUOTE_LEARNED_TO_HATE_ON_TEAM_WONT_RENEW );
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}
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}
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// Ja25no queen
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@@ -6860,10 +6859,8 @@ BOOLEAN WeSawSomeoneThisTurn( )
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void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
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{
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// WDS - make number of mercenaries, etc. be configurable
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {};
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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// Loop through all our guys and randomly say one from someone in our sector
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@@ -6878,7 +6875,7 @@ void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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ubMercsInSector[ ubNumMercs ] = cnt;
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ubNumMercs++;
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}
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}
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@@ -6886,9 +6883,9 @@ void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = ubMercsInSector[ (UINT16)Random( ubNumMercs ) ];
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SoldierID ubChosenMerc = ubMercsInSector[ (UINT16)Random( ubNumMercs ) ];
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MercPtrs[ ubChosenMerc ]->DoMercBattleSound( (UINT8)iBattleSnd );
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ubChosenMerc->DoMercBattleSound( (UINT8)iBattleSnd );
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}
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}
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@@ -7945,10 +7942,9 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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void CycleThroughKnownEnemies( BOOLEAN backward )
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{
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// static to indicate last position we were at:
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SOLDIERTYPE *pSoldier;
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static BOOLEAN fFirstTime = TRUE;
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static UINT16 usStartToLook;
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UINT32 cnt;
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static BOOLEAN fFirstTime = TRUE;
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static SoldierID usStartToLook;
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SoldierID enemy;
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BOOLEAN fEnemyBehindStartLook = FALSE;
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BOOLEAN fEnemiesFound = FALSE;
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@@ -7959,30 +7955,31 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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if(backward)
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usStartToLook = TOTAL_SOLDIERS;
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else
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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}
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if(backward)
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for ( cnt = TOTAL_SOLDIERS-1 , pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt--, pSoldier-- )
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if (backward)
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{
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for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; --enemy )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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if ( pSoldier->bVisible != -1 )
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if ( enemy->bVisible != -1 )
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{
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fEnemiesFound = TRUE;
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// If we are < ok start, this is the one!
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if ( cnt < usStartToLook )
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if ( enemy < usStartToLook )
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{
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usStartToLook = (UINT16)cnt;
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usStartToLook = enemy;
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// Locate to!
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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@@ -7992,31 +7989,34 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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}
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}
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}
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}
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else
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for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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for ( enemy = gTacticalStatus.Team[gbPlayerNum].bLastID; enemy < TOTAL_SOLDIERS; ++enemy )
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{
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if ( pSoldier->bVisible != -1 )
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// try to find first active, OK enemy
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if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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fEnemiesFound = TRUE;
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// If we are > ok start, this is the one!
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if ( cnt > usStartToLook )
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if (enemy->bVisible != -1)
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{
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usStartToLook = (UINT16)cnt;
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fEnemiesFound = TRUE;
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// Locate to!
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//LocateSoldier( pSoldier->ubID, 1 );
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// If we are > ok start, this is the one!
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if (enemy > usStartToLook)
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{
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usStartToLook = enemy;
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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{
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fEnemyBehindStartLook = TRUE;
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// Locate to!
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo(enemy, SETANDREMOVEPREVIOUSLOCATOR);
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return;
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}
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else
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{
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fEnemyBehindStartLook = TRUE;
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}
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}
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}
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}
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@@ -8038,39 +8038,34 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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}
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else
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{
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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CycleThroughKnownEnemies( );
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}
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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CycleThroughKnownEnemies( );
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}
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}
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}
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void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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{
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// static to indicate last position we were at:
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SOLDIERTYPE *pSoldier;
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UINT16 usStartToLook;
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UINT32 cnt;
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SoldierID enemy;
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SoldierID usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
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for ( enemy = gTacticalStatus.Team[ gbPlayerNum ].bLastID; enemy < TOTAL_SOLDIERS; ++enemy )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY )
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{
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// If we are > ok start, this is the one!
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if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
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if ( enemy > pSrcSoldier->ubLastEnemyCycledID )
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{
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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pSrcSoldier->ubLastEnemyCycledID = enemy;
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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ChangeInterfaceLevel( enemy->pathing.bLevel );
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return;
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}
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}
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@@ -8082,58 +8077,51 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
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for ( enemy = gTacticalStatus.Team[ gbPlayerNum ].bLastID; enemy < TOTAL_SOLDIERS; ++enemy )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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if (enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY )
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{
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// If we are > ok start, this is the one!
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if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
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if ( enemy > pSrcSoldier->ubLastEnemyCycledID )
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{
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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pSrcSoldier->ubLastEnemyCycledID = enemy;
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo(enemy, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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ChangeInterfaceLevel( enemy->pathing.bLevel );
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return;
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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 CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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{
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// static to indicate last position we were at:
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SOLDIERTYPE *pSoldier;
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UINT16 usStartToLook;
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UINT32 cnt;
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SoldierID enemy;
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SoldierID usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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// for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt < TOTAL_SOLDIERS; cnt++, pSoldier++ )
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for ( cnt = TOTAL_SOLDIERS-1, pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID ; cnt--, pSoldier-- )
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for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID ; --enemy )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY )
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{
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// If we are > ok start, this is the one!
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if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
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if ( enemy < pSrcSoldier->ubLastEnemyCycledID )
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{
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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pSrcSoldier->ubLastEnemyCycledID = enemy;
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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ChangeInterfaceLevel( enemy->pathing.bLevel );
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return;
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}
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}
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@@ -8145,24 +8133,23 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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usStartToLook = gTacticalStatus.Team[ gbPlayerNum ].bLastID;
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//for ( cnt = gTacticalStatus.Team[ gbPlayerNum ].bLastID, pSoldier = MercPtrs[ cnt ]; cnt >= 0; cnt--, pSoldier-- )
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for ( cnt = TOTAL_SOLDIERS-1, pSoldier = MercPtrs[ cnt ]; cnt >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt--, pSoldier-- )
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for ( enemy = TOTAL_SOLDIERS-1; enemy >= gTacticalStatus.Team[ gbPlayerNum ].bLastID; --enemy )
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{
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// try to find first active, OK enemy
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if ( pSoldier->bActive && pSoldier->bInSector && !pSoldier->aiData.bNeutral && (pSoldier->bSide != gbPlayerNum) && (pSoldier->stats.bLife > 0) )
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if ( enemy->bActive && enemy->bInSector && !enemy->aiData.bNeutral && (enemy->bSide != gbPlayerNum) && (enemy->stats.bLife > 0) )
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{
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if ( pSrcSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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if ( pSrcSoldier->aiData.bOppList[ enemy ] == SEEN_CURRENTLY )
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{
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// If we are > ok start, this is the one!
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if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
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if ( enemy < pSrcSoldier->ubLastEnemyCycledID )
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{
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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pSrcSoldier->ubLastEnemyCycledID = enemy;
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//ATE: Change to Slide To...
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( enemy, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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ChangeInterfaceLevel( enemy->pathing.bLevel );
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return;
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}
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}
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@@ -10492,8 +10479,7 @@ BOOLEAN HostileCreaturesPresent()
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void HandleCreatureTenseQuote( )
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{
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// WDS - make number of mercenaries, etc. be configurable
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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SoldierID ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = {};
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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@@ -10523,7 +10509,7 @@ void HandleCreatureTenseQuote( )
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// Add guy if he's a candidate...
|
||||
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
|
||||
{
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
|
||||
ubMercsInSector[ ubNumMercs ] = cnt;
|
||||
ubNumMercs++;
|
||||
}
|
||||
}
|
||||
@@ -10533,7 +10519,7 @@ void HandleCreatureTenseQuote( )
|
||||
{
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
|
||||
DoCreatureTensionQuote ( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ] );
|
||||
DoCreatureTensionQuote ( ubMercsInSector[ ubChosenMerc ] );
|
||||
}
|
||||
|
||||
// Adjust delay....
|
||||
|
||||
+1
-1
@@ -69,7 +69,7 @@ struct TacticalStatusType
|
||||
INT8 fPanicFlags;
|
||||
INT32 sPanicTriggerGridNoUnused;
|
||||
INT16 sHandGrid;
|
||||
UINT16 ubSpottersCalledForBy;
|
||||
SoldierID ubSpottersCalledForBy;
|
||||
SoldierID ubTheChosenOne;
|
||||
UINT32 uiTimeOfLastInput;
|
||||
UINT32 uiTimeSinceDemoOn;
|
||||
|
||||
@@ -992,7 +992,7 @@ SOLDIERTYPE& SOLDIERTYPE::operator=(const OLDSOLDIERTYPE_101& src)
|
||||
this->bRegenBoostersUsedToday = src.bRegenBoostersUsedToday;
|
||||
this->bNumPelletsHitBy = src.bNumPelletsHitBy;
|
||||
this->sSkillCheckGridNo = src.sSkillCheckGridNo;
|
||||
this->ubLastEnemyCycledID = src.ubLastEnemyCycledID;
|
||||
this->ubLastEnemyCycledID = static_cast<UINT16>( src.ubLastEnemyCycledID );
|
||||
|
||||
this->ubPrevSectorID = src.ubPrevSectorID;
|
||||
this->ubNumTilesMovesSinceLastForget = src.ubNumTilesMovesSinceLastForget;
|
||||
|
||||
@@ -1453,7 +1453,7 @@ public:
|
||||
INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
|
||||
INT8 bNumPelletsHitBy;
|
||||
INT32 sSkillCheckGridNo;
|
||||
UINT16 ubLastEnemyCycledID;
|
||||
SoldierID ubLastEnemyCycledID;
|
||||
|
||||
UINT8 ubPrevSectorID;
|
||||
UINT8 ubNumTilesMovesSinceLastForget;
|
||||
|
||||
@@ -107,7 +107,7 @@ BOOLEAN InterruptsAllowed = TRUE;
|
||||
BOOLEAN gfHiddenInterrupt = FALSE;
|
||||
SoldierID gubLastInterruptedGuy = NOBODY;
|
||||
|
||||
extern UINT16 gsWhoThrewRock;
|
||||
extern SoldierID gsWhoThrewRock;
|
||||
extern UINT8 gubSightFlags;
|
||||
|
||||
typedef struct
|
||||
@@ -115,7 +115,7 @@ typedef struct
|
||||
UINT16 ubOutOfTurnPersons;
|
||||
|
||||
SoldierID InterruptOnlyGuynum;
|
||||
INT16 sWhoThrewRock;
|
||||
SoldierID sWhoThrewRock;
|
||||
BOOLEAN InterruptsAllowed;
|
||||
BOOLEAN fHiddenInterrupt;
|
||||
SoldierID ubLastInterruptedGuy;
|
||||
|
||||
@@ -248,7 +248,7 @@ INT8 gbSmellStrength[3] =
|
||||
};
|
||||
|
||||
|
||||
UINT16 gsWhoThrewRock = NOBODY;
|
||||
SoldierID gsWhoThrewRock = NOBODY;
|
||||
|
||||
// % values of sighting distance at various light levels
|
||||
//DBrot: use gGameExternalOptions.ubBrightnessVisionMod instead
|
||||
@@ -1056,7 +1056,7 @@ void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
|
||||
|
||||
|
||||
|
||||
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
|
||||
INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, SoldierID ubExcludeID, INT8 bIteration )
|
||||
{
|
||||
SOLDIERTYPE *pMate;
|
||||
SoldierID bLoop = gTacticalStatus.Team[ubTeam].bFirstID;
|
||||
@@ -1833,7 +1833,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
|
||||
{
|
||||
// check if I was the only one who was seeing this guy (exlude ourselves)
|
||||
// THIS MUST HAPPEN EVEN FOR ENEMIES, TO MAKE THEIR PUBLIC opplist DECAY!
|
||||
if (TeamNoLongerSeesMan(pSoldier->bTeam,pOpponent,pSoldier->ubID, 0 ))
|
||||
if (TeamNoLongerSeesMan(pSoldier->bTeam, pOpponent, pSoldier->ubID, 0))
|
||||
{
|
||||
#ifdef TESTOPPLIST
|
||||
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3, String( "TeamNoLongerSeesMan: ID %d(%S) to ID %d",pSoldier->ubID,pSoldier->name,pOpponent->ubID) );
|
||||
@@ -5720,7 +5720,7 @@ void ProcessNoise( SoldierID ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubT
|
||||
UINT8 ubLoudestEffVolume, ubEffVolume;
|
||||
// UINT8 ubPlayVolume;
|
||||
UINT8 ubSourceTerrType;
|
||||
UINT16 ubSource;
|
||||
SoldierID ubSource;
|
||||
INT8 bTellPlayer = FALSE, bHeard, bSeen;
|
||||
SoldierID ubHeardLoudestBy = NOBODY;
|
||||
UINT8 ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
|
||||
@@ -7718,9 +7718,9 @@ void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
|
||||
{
|
||||
// look to see if there is anyone near the watched loc who is not on this team
|
||||
UINT16 ubID;
|
||||
INT32 sTempGridNo;
|
||||
INT16 sX, sY;
|
||||
SoldierID ubID;
|
||||
INT32 sTempGridNo;
|
||||
INT16 sX, sY;
|
||||
|
||||
for ( sY = -WATCHED_LOC_RADIUS; sY <= WATCHED_LOC_RADIUS; sY++ )
|
||||
{
|
||||
@@ -7732,7 +7732,7 @@ BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
|
||||
continue;
|
||||
}
|
||||
ubID = WhoIsThere2( sTempGridNo, bLevel );
|
||||
if ( ubID != NOBODY && MercPtrs[ ubID ]->bTeam != bTeam )
|
||||
if ( ubID != NOBODY && ubID->bTeam != bTeam )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
@@ -830,7 +830,8 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
|
||||
{
|
||||
UINT32 uiLoop;
|
||||
UINT16 usMaxDist;
|
||||
UINT16 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
|
||||
UINT16 ubFriendCount;
|
||||
SoldierID ubFriendIDs[MAXMERCS], ubFriendID;
|
||||
UINT8 ubDirection;
|
||||
UINT8 ubDirsLeft;
|
||||
BOOLEAN fDirChecked[8];
|
||||
@@ -5929,14 +5930,14 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
|
||||
}
|
||||
|
||||
// first call PrepareThreatlist to make threat list
|
||||
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
|
||||
SoldierID ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
|
||||
{
|
||||
CHECKF(pSoldier);
|
||||
|
||||
UINT32 uiLoop;
|
||||
INT32 sClosestOpponent = NOWHERE;
|
||||
INT32 iRange, iClosestRange;
|
||||
UINT16 ubClosestOpponentID = NOBODY;
|
||||
SoldierID ubClosestOpponentID = NOBODY;
|
||||
|
||||
// use global defined threat list
|
||||
for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
|
||||
@@ -5959,14 +5960,14 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
|
||||
}
|
||||
|
||||
// first call PrepareThreatlist to make threat list
|
||||
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
|
||||
SoldierID ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
|
||||
{
|
||||
CHECKF(pSoldier);
|
||||
|
||||
UINT32 uiLoop;
|
||||
INT32 sClosestOpponent = NOWHERE;
|
||||
INT32 iRange, iClosestRange;
|
||||
UINT16 ubClosestOpponentID = NOBODY;
|
||||
SoldierID ubClosestOpponentID = NOBODY;
|
||||
|
||||
// use global defined threat list
|
||||
for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
|
||||
|
||||
+4
-4
@@ -2909,7 +2909,7 @@ BOOLEAN PCDoesFirstAidOnNPC( UINT8 ubNPC )
|
||||
void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
|
||||
{
|
||||
// Loop through all mercs, gather closest mercs who can see and trigger one!
|
||||
UINT16 ubMercsInSector[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = { 0 }; //std::vector would probably be better here
|
||||
SoldierID ubMercsInSector[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = {}; //std::vector would probably be better here
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
SOLDIERTYPE *pTeamSoldier, *pSoldier;
|
||||
@@ -2929,7 +2929,7 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
|
||||
// Add guy if he's a candidate...
|
||||
if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
|
||||
{
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
|
||||
ubMercsInSector[ ubNumMercs ] = cnt;
|
||||
ubNumMercs++;
|
||||
}
|
||||
}
|
||||
@@ -2945,11 +2945,11 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
|
||||
// If 64, do something special
|
||||
if ( pQuotePtr->ubTriggerNPCRec == QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO )
|
||||
{
|
||||
TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], pQuotePtr->ubTriggerNPCRec, DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC, 57, 6 );
|
||||
TacticalCharacterDialogueWithSpecialEvent( ubMercsInSector[ ubChosenMerc ], pQuotePtr->ubTriggerNPCRec, DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC, 57, 6 );
|
||||
}
|
||||
else
|
||||
{
|
||||
TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], pQuotePtr->ubTriggerNPCRec );
|
||||
TacticalCharacterDialogue( ubMercsInSector[ ubChosenMerc ], pQuotePtr->ubTriggerNPCRec );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+2
-2
@@ -315,8 +315,8 @@ BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
|
||||
|
||||
INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
|
||||
UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier);
|
||||
UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
|
||||
UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
|
||||
SoldierID ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
|
||||
SoldierID ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
|
||||
|
||||
BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
|
||||
BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
|
||||
|
||||
@@ -204,7 +204,7 @@ INT32 NewSmokeEffect( INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwn
|
||||
// OJW - 20091027 - Syncronising smoke effect start for multiplayer
|
||||
if (is_networked && is_client)
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
|
||||
SOLDIERTYPE* pSoldier = ubOwner;
|
||||
if (pSoldier != NULL)
|
||||
{
|
||||
if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
|
||||
|
||||
@@ -1378,11 +1378,10 @@ void RenderOverheadOverlays()
|
||||
{
|
||||
UINT32 uiDestPitchBYTES;
|
||||
WORLDITEM *pWorldItem;
|
||||
UINT32 i;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
HVOBJECT hVObject;
|
||||
INT16 sX, sY;
|
||||
UINT16 end;
|
||||
SoldierID id, end;
|
||||
UINT16 usLineColor=0;
|
||||
UINT8 *pDestBuf;
|
||||
UINT8 ubPassengers = 0;
|
||||
@@ -1416,10 +1415,10 @@ void RenderOverheadOverlays()
|
||||
|| RebelCommand::ShowApproximateEnemyLocations())
|
||||
marklastenemy = TRUE;
|
||||
|
||||
for( i = 0; i < end; ++i )
|
||||
for( id = 0; id < end; ++id )
|
||||
{
|
||||
//First, check to see if the soldier exists and is in the sector.
|
||||
pSoldier = MercPtrs[ i ];
|
||||
pSoldier = id;
|
||||
if( !pSoldier->bActive || !pSoldier->bInSector )
|
||||
continue;
|
||||
//Soldier is here. Calculate his screen position based on his current gridno.
|
||||
@@ -1695,7 +1694,7 @@ void RenderOverheadOverlays()
|
||||
FLOAT radius_inner = radius - thickness / 2;
|
||||
FLOAT radius_outer = radius + thickness / 2;
|
||||
|
||||
for( i = 0 ; i < guiNumWorldItems; ++i )
|
||||
for( UINT32 i = 0 ; i < guiNumWorldItems; ++i )
|
||||
{
|
||||
pWorldItem = &gWorldItems[ i ];
|
||||
if( !pWorldItem || !pWorldItem->fExists )
|
||||
|
||||
Reference in New Issue
Block a user