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New militia order: Move to (works in realtime only, switches militia soldier to DTATIONARY/DEFENSIVE).
Cancel current AI order when giving militia order. Check if desired stance is possible here when ordering militia to crouch/prone. Green AI: reworked climb code (only climb up, only at the start of the turn, disable for STATIONARY). git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8947 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+16
-5
@@ -229,6 +229,9 @@ UINT32 UIHandleOpenDoorMenu( UI_EVENT *pUIEvent );
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UINT32 UIHandleEXExitSectorMenu( UI_EVENT *pUIEvent );
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// sevenfm:
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UINT32 UIHandleChangeToRadio(UI_EVENT *pUIEvent);
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BOOLEAN ValidQuickExchangePosition( );
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@@ -365,7 +368,7 @@ UI_EVENT gEvents[ NUM_UI_EVENTS ] =
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0, RUBBERBAND_MODE, UIHandleRubberBandOnTerrain, FALSE, FALSE, 0, 0, 0, 0,
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0, JUMPOVER_MODE, UIHandleJumpOverOnTerrain, FALSE, FALSE, 0, 0, 0, 0,
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0, MOVE_MODE, UIHandleJumpOver, FALSE, FALSE, 0, 0, 0, 0,
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0, RADIOCURSOR_MODE, UIHandleChangeToRadio, FALSE, FALSE, 0, 0, 0, 0,
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};
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UI_MODE gCurrentUIMode = IDLE_MODE;
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@@ -745,7 +748,7 @@ UINT32 HandleTacticalUI( void )
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}
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}
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// Check if menu event is done and if so set to privious mode
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// Check if menu event is done and if so set to previous mode
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// This is needed to hook into the interface stuff which sets the fDoneMenu flag
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if ( gEvents[ uiNewEvent ].fDoneMenu == TRUE )
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{
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@@ -754,7 +757,7 @@ UINT32 HandleTacticalUI( void )
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gCurrentUIMode = (UI_MODE) gEvents[ uiNewEvent ].uiMenuPreviousMode;
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}
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}
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// Check to return to privious mode
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// Check to return to previous mode
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// If the event is a single event, return to previous
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if ( gEvents[ uiNewEvent ].uiFlags & UIEVENT_SINGLEEVENT )
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{
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@@ -767,7 +770,7 @@ UINT32 HandleTacticalUI( void )
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else
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{
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// ATE: Check first that some modes are met....
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if ( gCurrentUIMode != HANDCURSOR_MODE && gCurrentUIMode != LOOKCURSOR_MODE && gCurrentUIMode != TALKCURSOR_MODE )
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if (gCurrentUIMode != HANDCURSOR_MODE && gCurrentUIMode != LOOKCURSOR_MODE && gCurrentUIMode != TALKCURSOR_MODE && gCurrentUIMode != RADIOCURSOR_MODE)
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{
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guiCurrentEvent = M_ON_TERRAIN;
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}
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@@ -1935,7 +1938,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
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// Get soldier to determine range
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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// ATE: Add stuff here to display a system message if we are targeting smeothing and
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// ATE: Add stuff here to display a system message if we are targeting something and
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// are out of range.
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// Are we using a gun?
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if ( GetActionModeCursor( pSoldier ) == TARGETCURS )
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@@ -5813,6 +5816,14 @@ UINT32 UIHandleLAOnTerrain( UI_EVENT *pUIEvent )
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return( GAME_SCREEN );
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}
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UINT32 UIHandleChangeToRadio(UI_EVENT *pUIEvent)
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{
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ErasePath(TRUE);
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guiNewUICursor = PLACE_REMOTE_GREY_UICURSOR;
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return(GAME_SCREEN);
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}
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void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY )
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{
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