Import changes from the local SVN working copy

This commit is contained in:
Asdow
2022-10-10 10:08:44 +03:00
parent 9cc567644f
commit 1f0a8f46e8
170 changed files with 1798 additions and 1764 deletions
+42 -43
View File
@@ -387,13 +387,13 @@ typedef struct
typedef struct
{
UINT8 ubProfileID;
UINT16 ubProfileID;
} send_dismiss_struct;
typedef struct
{
UINT8 usSoldierID;
UINT16 usSoldierID;
FLOAT dNewXPos;
FLOAT dNewYPos;
@@ -401,7 +401,7 @@ typedef struct
typedef struct
{
UINT8 usSoldierID;
UINT16 usSoldierID;
INT16 usNewDirection;
} gui_dir;
@@ -430,12 +430,12 @@ typedef struct
typedef struct
{
UINT8 ubID;
UINT16 ubID;
INT8 bTeam;
UINT8 gubOutOfTurnPersons;
UINT8 gubOutOfTurnOrder[MAXMERCS];
UINT16 gubOutOfTurnPersons;
UINT16 gubOutOfTurnOrder[MAXMERCS];
BOOLEAN fMarkInterruptOccurred;
UINT8 Interrupted;
UINT16 Interrupted;
} INT_STRUCT;
typedef struct
@@ -475,7 +475,7 @@ typedef struct
float dForceY;
float dForceZ;
UINT32 sTargetGridNo;
UINT8 ubID;
UINT16 ubID;
UINT8 ubActionCode;
UINT32 uiActionData;
UINT16 usItem;
@@ -491,7 +491,7 @@ typedef struct
float dZ;
INT32 sGridNo;
bool bWasDud;
UINT8 ubOwnerID;
UINT16 ubOwnerID;
INT32 RealObjectID; // the local ID on the initiating client
UINT32 uiPreRandomIndex; // send out our current pre-random index
} grenade_result;
@@ -499,7 +499,7 @@ typedef struct
typedef struct
{
UINT32 sGridNo;
UINT8 ubID;
UINT16 ubID;
UINT16 usItem;
UINT8 ubItemStatus;
UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
@@ -511,7 +511,7 @@ typedef struct
typedef struct
{
UINT8 ubID;
UINT16 ubID;
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT32 uiPreRandomIndex; // send out our current pre-random index
@@ -521,7 +521,7 @@ typedef struct
{
UINT32 uiWorldItemIndex;
UINT8 ubMPTeamIndex;
UINT8 ubID;
UINT16 ubID;
UINT32 sGridNo;
UINT32 uiPreRandomIndex; // send out our current pre-random index
} disarm_struct;
@@ -531,7 +531,7 @@ typedef struct
INT32 sGridNo;
UINT8 ubRadius;
UINT16 usItem;
UINT8 ubOwner;
UINT16 ubOwner;
BOOLEAN fSubsequent;
INT8 bLevel;
INT32 iSmokeEffectID;
@@ -541,13 +541,13 @@ typedef struct
typedef struct
{
UINT8 ubDamageFunc; // 1 - gas damage , 2 - explosive damage
UINT8 ubSoldierID;
UINT16 ubSoldierID;
UINT16 usExplosiveClassID;
INT16 sSubsequent;
BOOL fRecompileMovementCosts;
INT16 sWoundAmt;
INT16 sBreathAmt;
UINT8 ubAttackerID;
UINT16 ubAttackerID;
UINT16 usItem;
INT32 sBombGridNo;
UINT32 uiDist;
@@ -571,7 +571,7 @@ int client_progress[4];
int TEAM;
UINT8 netbTeam;
UINT8 ubID_prefix;
UINT16 ubID_prefix;
bool is_connected=false;
bool is_connecting=false;
@@ -990,7 +990,7 @@ void recieveHIT(RPCParameters *rpcParameters)
SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
UINT16 usSoldierID;
UINT8 ubAttackerID;
UINT16 ubAttackerID;
if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
@@ -1017,7 +1017,7 @@ void recieveHIT(RPCParameters *rpcParameters)
}
void send_dismiss(UINT8 ubCurrentSoldierID)
void send_dismiss(UINT16 ubCurrentSoldierID)
{
send_dismiss_struct sDismissMerc;
@@ -1089,8 +1089,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
send_hire_struct* sHireMerc = (send_hire_struct*)rpcParameters->input;
SOLDIERTYPE *pSoldier;
UINT8 iNewIndex;
UINT8 ubCount=0;
UINT16 iNewIndex;
SOLDIERCREATE_STRUCT MercCreateStruct;
BOOLEAN fReturn = FALSE;
@@ -1283,7 +1282,7 @@ UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY )
return ubNumEnemies;
}
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID )
{
AI_STRUCT send_inv;
send_inv.standard_data = *pCreateStruct;
@@ -1298,7 +1297,7 @@ void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID )
void recieveAI (RPCParameters *rpcParameters)
{
UINT8 iNewIndex;
UINT16 iNewIndex;
SOLDIERTYPE *pSoldier;
AI_STRUCT* send_inv = (AI_STRUCT*)rpcParameters->input;
@@ -1921,7 +1920,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.Interrupted=gusSelectedSoldier+ubID_prefix;
@@ -1977,7 +1976,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
if(INT->bTeam==netbTeam)//for us
@@ -2025,7 +2024,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
@@ -2141,7 +2140,7 @@ void end_interrupt ( BOOLEAN fMarkInterruptOccurred )
INT_STRUCT INT;
INT.ubID = pSoldier->ubID;
INT.bTeam = pSoldier->bTeam;
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
INT.fMarkInterruptOccurred=fMarkInterruptOccurred;
if(is_server)Sawarded=false;
@@ -2182,7 +2181,7 @@ void resume_turn(RPCParameters *rpcParameters)
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
EndInterrupt( INT->fMarkInterruptOccurred );
}
@@ -2928,7 +2927,7 @@ void recieveMAPCHANGE( RPCParameters *rpcParameters )
}
// 20091002 - OJW - Explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade)
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade)
{
ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
@@ -2993,7 +2992,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
CreateItem( gren->usItem, 99, newObj );
OBJECTTYPE::CopyToOrCreateAt(&pThrower->pTempObject, newObj);
// this will create a grenade and launch it
INT32 i = CreatePhysicalObject( pThrower->pTempObject , gren->dLifeSpan , gren->dX , gren->dY , gren->dZ , gren->dForceX , gren->dForceY , gren->dForceZ , pThrower->ubID , gren->ubActionCode , gren->uiActionData, false);
INT32 i = CreatePhysicalObject( pThrower->pTempObject, gren->dLifeSpan, gren->dX, gren->dY, gren->dZ, gren->dForceX, gren->dForceY, gren->dForceZ, pThrower->ubID, gren->ubActionCode, gren->uiActionData, false);
// save extra state info so we can check and feed it result later
ObjectSlots[ i ].mpRealObjectID = gren->RealObjectID;
ObjectSlots[ i ].mpTeam = pThrower->bTeam;
@@ -3136,7 +3135,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
}
}
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
{
explosive_obj exp;
@@ -3184,7 +3183,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
OBJECTTYPE* newObj = new OBJECTTYPE();
CreateItem( exp->usItem, exp->ubItemStatus, newObj );
INT32 iNewItemIndex;
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID ,&iNewItemIndex);
OBJECTTYPE* pObj = AddItemToPoolAndGetIndex( exp->sGridNo, newObj, VISIBLE, exp->ubLevel, exp->usFlags,0, exp->ubID,&iNewItemIndex);
// need to save Item Type metadata agaist the world item
(*pObj)[0]->data.misc.ubBombOwner = exp->ubID + 2; // this is a hack the designers put into the game, storing the side as well (which isnt relevant in MP, but still have to do it)
(*pObj)[0]->data.misc.usBombItem = exp->usItem;
@@ -3237,7 +3236,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID)
void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID)
{
ubID = MPEncodeSoldierID(ubID);
@@ -3351,7 +3350,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT8 ubID)
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT16 ubID)
{
ubID = MPEncodeSoldierID(ubID);
@@ -3474,7 +3473,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
}
}
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID )
{
spreadeffect_struct sef;
@@ -3527,7 +3526,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
if ( gSmokeEffectData[ uiCount ].fAllocated == TRUE && gSmokeEffectData[ uiCount ].iMPTeamIndex == pSoldier->bTeam && gSmokeEffectData[ uiCount ].iMPSmokeEffectID == sef->iSmokeEffectID)
{
bFound = true;
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , uiCount , TRUE);
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, uiCount, TRUE);
break;
}
}
@@ -3544,7 +3543,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
}
else
{
SpreadEffect( sef->sGridNo , sef->ubRadius , sef->usItem , sef->ubOwner , sef->fSubsequent , sef->bLevel , sef->iSmokeEffectID , TRUE);
SpreadEffect( sef->sGridNo, sef->ubRadius, sef->usItem, sef->ubOwner, sef->fSubsequent, sef->bLevel, sef->iSmokeEffectID, TRUE);
}
}
}
@@ -3559,7 +3558,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
}
}
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID)
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID)
{
// i'm reusing this struct, the parameters are essentially the same
spreadeffect_struct sef;
@@ -3602,7 +3601,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
guiPreRandomIndex = sef->uiPreRandomIndex;
// start new smoke effect
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo , sef->usItem , sef->bLevel , sef->ubOwner , TRUE );
INT32 iNewSmokeIndex = NewSmokeEffect( sef->sGridNo, sef->usItem, sef->bLevel, sef->ubOwner, TRUE );
// attach remote id to local smoke effect
gSmokeEffectData[iNewSmokeIndex].iMPTeamIndex = pSoldier->bTeam;
@@ -3620,7 +3619,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
}
}
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner )
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 1;
@@ -3642,7 +3641,7 @@ void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sS
client->RPC("sendEXPLOSIONDAMAGE",(const char*)&exp, (int)sizeof(explosiondamage_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent )
{
explosiondamage_struct exp;
exp.ubDamageFunc = 2;
@@ -3699,7 +3698,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
}
else if (exp->ubDamageFunc == 2)
{
DamageSoldierFromBlast( exp->ubSoldierID , exp->ubAttackerID , exp->sBombGridNo , exp->sWoundAmt , exp->sBreathAmt , exp->uiDist , exp->usItem , exp->sSubsequent , TRUE);
DamageSoldierFromBlast( exp->ubSoldierID, exp->ubAttackerID, exp->sBombGridNo, exp->sWoundAmt, exp->sBreathAmt, exp->uiDist, exp->usItem, exp->sSubsequent, TRUE);
}
}
}
@@ -4206,7 +4205,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
{
//this send stats to other clients at intervals
UINT8 id = pSoldier->ubID;
UINT16 id = pSoldier->ubID;
UINT32 time = GetJA2Clock();
if(id < 20 || (is_server && id <120))
@@ -4519,7 +4518,7 @@ void recieveDISCONNECT(RPCParameters* rpcParameters)
// kill the dead clients mercs out of the game
UINT8 iNetbTeam = (cl_num)+5;
UINT8 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
UINT16 iubID_prefix = gTacticalStatus.Team[ iNetbTeam ].bFirstID;//over here now
// kill any alive soldiers for the disconnected team
SOLDIERTYPE *pTeamSoldier;
+15 -15
View File
@@ -36,7 +36,7 @@ extern UINT8 cGameType;
extern bool allowlaptop;
extern UINT8 netbTeam;
extern UINT8 ubID_prefix;
extern UINT16 ubID_prefix;
extern FLOAT cDamageMultiplier;
//OJW - 20081218
@@ -97,33 +97,33 @@ void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
void send_dismiss( UINT8 ubCurrentSoldier);
void send_dismiss( UINT16 ubCurrentSoldierID);
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
void send_EndTurn( UINT8 ubNextTeam );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16 * pubID );
void send_stop (EV_S_STOP_MERC *SStopMerc);
void send_interrupt(SOLDIERTYPE *pSoldier);
// OJW - 20091002 - explosives
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID);
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID);
void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT16 ubOwner );
void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT16 ubID);
void OpenChatMsgBox(void);
INT8 FireBullet( UINT8 ubFirer, BULLET * pBullet, BOOLEAN fFake );
INT8 FireBullet( UINT16 ubFirer, BULLET * pBullet, BOOLEAN fFake );
void reapplySETTINGS();
@@ -211,7 +211,7 @@ extern BOOLEAN fClientReceivedAllFiles;
// sick of confusing myself :)
// this one should be called before passing an ID off the client
inline UINT8 MPEncodeSoldierID( UINT8 ubID )
inline UINT16 MPEncodeSoldierID( UINT16 ubID )
{
if ( ubID < 20 )
return ubID + ubID_prefix; // soldier is ours
@@ -220,7 +220,7 @@ inline UINT8 MPEncodeSoldierID( UINT8 ubID )
}
// this one can be called anywhere, even if the ID was not "encoded"
inline UINT8 MPDecodeSoldierID( UINT8 ubID )
inline UINT16 MPDecodeSoldierID( UINT16 ubID )
{
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
return ubID - ubID_prefix; // soldier is ours
@@ -233,7 +233,7 @@ inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
}
inline bool IsOurSoldier (UINT8 ubID)
inline bool IsOurSoldier (UINT16 ubID)
{
return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
}
+2 -2
View File
@@ -62,7 +62,7 @@ void startCombat(UINT8 ubStartingTeam);
void intAI (SOLDIERTYPE *pSoldier );
void teamwiped (void);
BOOLEAN check_status (void);
extern UINT8 NumEnemyInSector( );
extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
extern UINT16 NumEnemyInSector( );
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
void send_heal (SOLDIERTYPE *pSoldier );
void requestAIint(SOLDIERTYPE *pSoldier );