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More conversions to SoldierID
This commit is contained in:
+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...
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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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@@ -10533,7 +10519,7 @@ void HandleCreatureTenseQuote( )
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{
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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DoCreatureTensionQuote ( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ] );
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DoCreatureTensionQuote ( ubMercsInSector[ ubChosenMerc ] );
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}
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|
||||
// 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 );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user