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Import changes from the local SVN working copy
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+8
-10
@@ -50,8 +50,6 @@
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#endif
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// Defines
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#define NUM_FACE_SLOTS 50
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#define END_FACE_OVERLAY_DELAY 2000
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@@ -135,7 +133,7 @@ INT32 InitSoldierFace( SOLDIERTYPE *pSoldier )
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}
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INT32 InitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags )
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INT32 InitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags )
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{
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UINT32 uiBlinkFrequency;
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UINT32 uiExpressionFrequency;
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@@ -162,7 +160,7 @@ INT32 InitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags )
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}
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INT32 InternalInitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency )
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INT32 InternalInitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency )
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{
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FACETYPE *pFace;
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VOBJECT_DESC VObjectDesc;
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@@ -557,7 +555,7 @@ void DeleteFace( INT32 iFaceIndex )
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}
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT8 ubSoldierID , UINT16 usFaceX, UINT16 usFaceY )
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID, UINT16 usFaceX, UINT16 usFaceY )
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{
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if( ubSoldierID == NOBODY )
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{
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@@ -761,7 +759,7 @@ void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer,
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}
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void SetAutoFaceInActiveFromSoldier( UINT8 ubSoldierID )
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void SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID )
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{
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// Check for valid soldier
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CHECKV( ubSoldierID != NOBODY );
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@@ -1349,7 +1347,7 @@ void SetFaceShade( SOLDIERTYPE *pSoldier, FACETYPE *pFace, BOOLEAN fExternBlit )
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}
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}
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BOOLEAN RenderAutoFaceFromSoldier( UINT8 ubSoldierID )
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BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID )
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{
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// Check for valid soldier
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CHECKF( ubSoldierID != NOBODY );
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@@ -2107,10 +2105,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// Flugente: are we supplying ammo to someone else?
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if (gGameExternalOptions.ubExternalFeeding > 0)
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{
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UINT8 ubID1 = 0;
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UINT16 ubID1 = 0;
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UINT16 ubGunSlot1 = 0;
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UINT16 ubFaceSlot1 = 0;
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UINT8 ubID2 = 0;
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UINT16 ubID2 = 0;
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UINT16 ubGunSlot2 = 0;
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UINT16 ubFaceSlot2 = 0;
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if (MercPtrs[pFace->ubSoldierID]->IsFeedingExternal(&ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2))
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@@ -2640,7 +2638,7 @@ BOOLEAN RenderAutoFace( INT32 iFaceIndex )
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}
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT8 ubSoldierID, INT16 sX, INT16 sY )
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY )
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{
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// Check for valid soldier
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CHECKF( ubSoldierID != NOBODY );
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