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More conversions to SoldierID
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@@ -830,7 +830,8 @@ INT16 RandomFriendWithin(SOLDIERTYPE *pSoldier)
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{
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UINT32 uiLoop;
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UINT16 usMaxDist;
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UINT16 ubFriendCount, ubFriendIDs[MAXMERCS], ubFriendID;
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UINT16 ubFriendCount;
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SoldierID ubFriendIDs[MAXMERCS], ubFriendID;
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UINT8 ubDirection;
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UINT8 ubDirsLeft;
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BOOLEAN fDirChecked[8];
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@@ -5929,14 +5930,14 @@ INT32 RandomizeOpponentLocation(INT32 sSpot, SOLDIERTYPE *pOpponent, INT16 sMaxD
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}
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// first call PrepareThreatlist to make threat list
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UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
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SoldierID ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
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{
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CHECKF(pSoldier);
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UINT32 uiLoop;
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INT32 sClosestOpponent = NOWHERE;
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INT32 iRange, iClosestRange;
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UINT16 ubClosestOpponentID = NOBODY;
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SoldierID ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
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@@ -5959,14 +5960,14 @@ UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt)
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}
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// first call PrepareThreatlist to make threat list
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UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
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SoldierID ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax)
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{
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CHECKF(pSoldier);
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UINT32 uiLoop;
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INT32 sClosestOpponent = NOWHERE;
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INT32 iRange, iClosestRange;
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UINT16 ubClosestOpponentID = NOBODY;
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SoldierID ubClosestOpponentID = NOBODY;
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// use global defined threat list
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for (uiLoop = 0; uiLoop < uiThreatCnt; uiLoop++)
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+4
-4
@@ -2909,7 +2909,7 @@ BOOLEAN PCDoesFirstAidOnNPC( UINT8 ubNPC )
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void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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{
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// Loop through all mercs, gather closest mercs who can see and trigger one!
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UINT16 ubMercsInSector[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = { 0 }; //std::vector would probably be better here
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SoldierID ubMercsInSector[CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS] = {}; //std::vector would probably be better here
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier, *pSoldier;
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@@ -2929,7 +2929,7 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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// Add guy if he's a candidate...
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && pTeamSoldier->aiData.bOppList[ pSoldier->ubID ] == SEEN_CURRENTLY )
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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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@@ -2945,11 +2945,11 @@ void TriggerClosestMercWhoCanSeeNPC( UINT8 ubNPC, NPCQuoteInfo *pQuotePtr )
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// If 64, do something special
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if ( pQuotePtr->ubTriggerNPCRec == QUOTE_RESPONSE_TO_MIGUEL_SLASH_QUOTE_MERC_OR_RPC_LETGO )
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{
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TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], pQuotePtr->ubTriggerNPCRec, DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC, 57, 6 );
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TacticalCharacterDialogueWithSpecialEvent( ubMercsInSector[ ubChosenMerc ], pQuotePtr->ubTriggerNPCRec, DIALOGUE_SPECIAL_EVENT_PCTRIGGERNPC, 57, 6 );
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}
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else
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{
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TacticalCharacterDialogue( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], pQuotePtr->ubTriggerNPCRec );
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TacticalCharacterDialogue( ubMercsInSector[ ubChosenMerc ], pQuotePtr->ubTriggerNPCRec );
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}
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}
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+2
-2
@@ -315,8 +315,8 @@ BOOLEAN AICheckIsFlanking( SOLDIERTYPE *pSoldier );
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INT8 CalcMoraleNew(SOLDIERTYPE *pSoldier);
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UINT32 PrepareThreatlist(SOLDIERTYPE *pSoldier);
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UINT16 ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
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UINT16 ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
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SoldierID ClosestSeenThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt, UINT8 ubMax = SEEN_CURRENTLY); // first call PrepareThreatlist to make threat list
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SoldierID ClosestKnownThreatID(SOLDIERTYPE *pSoldier, UINT32 uiThreatCnt); // first call PrepareThreatlist to make threat list
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BOOLEAN ProneSightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
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BOOLEAN SightCoverAtSpot(SOLDIERTYPE *pSoldier, INT32 sSpot, BOOLEAN fUnlimited);
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