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
+25 -25
View File
@@ -1023,7 +1023,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[usHandItem].toolkit )
{
UINT8 ubMercID;
UINT16 ubMercID;
BOOLEAN fVehicle = FALSE;
INT32 sVehicleGridNo=-1;
@@ -1096,7 +1096,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
if ( Item[usHandItem].gascan )
{
UINT8 ubMercID;
UINT16 ubMercID;
INT32 sVehicleGridNo=-1;
// For repair, check if we are over a vehicle, then get gridnot to edge of that vehicle!
@@ -1390,7 +1390,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHa
}
}
UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
// Flugente: apply misc items to other soldiers
// sevenfm: check that target soldier is visible
@@ -2133,7 +2133,7 @@ void SoldierHandleDropItem( SOLDIERTYPE *pSoldier )
}
}
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
NotifySoldiersToLookforItems( );
OBJECTTYPE::DeleteMe( &pSoldier->pTempObject );
@@ -2376,7 +2376,7 @@ void HandleAutoPlaceFail( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo
else
{
// Add back to world...
AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1 , pSoldier->pathing.bLevel, 0, -1 );
AddItemToPool( sGridNo, &(gWorldItems[ iItemIndex ].object ), 1, pSoldier->pathing.bLevel, 0, -1 );
// If we are a merc, say DAMN quote....
if ( pSoldier->bTeam == gbPlayerNum )
@@ -2944,17 +2944,17 @@ void RemoveItemGraphicFromWorld( INVTYPE *pItem, INT32 sGridNo, UINT8 ubLevel, L
}
// INVENTORY POOL STUFF
OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID )
OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID)
{
return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
}
OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
{
return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
}
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex )
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
{
ITEM_POOL *pItemPool;
ITEM_POOL *pItemPoolTemp;
@@ -4816,7 +4816,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
UINT16 ubTargetMercID;
// DO SOME CHECKS IF WE CAN DO ANIMATION.....
@@ -4825,7 +4825,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
sGridNo = pSoldier->aiData.sPendingActionData2;
ubDirection = pSoldier->aiData.bPendingActionData3;
ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
@@ -4851,7 +4851,7 @@ BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier )
{
if ( pSoldier->pTempObject != NULL )
{
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
AddItemToPool( pSoldier->sGridNo, pSoldier->pTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
// Place it on the ground!
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ ITEM_HAS_BEEN_PLACED_ON_GROUND_STR ], ShortItemNames[ pSoldier->pTempObject->usItem ] );
@@ -4881,7 +4881,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
INT32 sGridNo;
UINT8 ubDirection;
UINT8 ubTargetMercID;
UINT16 ubTargetMercID;
UINT16 usItemNum;
BOOLEAN fToTargetPlayer = FALSE;
@@ -4910,7 +4910,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
sGridNo = pSoldier->aiData.sPendingActionData2;
ubDirection = pSoldier->aiData.bPendingActionData3;
ubTargetMercID = (UINT8)pSoldier->aiData.uiPendingActionData4;
ubTargetMercID = (UINT16)pSoldier->aiData.uiPendingActionData4;
// ATE: Deduct APs!
DeductPoints( pSoldier, GetBasicAPsToPickupItem( pSoldier ), 0 ); // SANDRO
@@ -5004,7 +5004,7 @@ void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier )
DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
}
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0 , -1 );
AddItemToPool( pSoldier->sGridNo, &gTempObject, 1, pSoldier->pathing.bLevel, 0, -1 );
// We could not place it!
// Drop it on the ground?
@@ -5081,7 +5081,7 @@ INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo )
BOOLEAN fStructFound = FALSE;
UINT8 ubDirection;
INT32 sAdjustedGridNo;
UINT8 ubTargetID;
UINT16 ubTargetID;
sActionGridNo = sGridNo;
@@ -6169,7 +6169,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
{
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
@@ -6191,7 +6191,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
}
@@ -6208,7 +6208,7 @@ void BoobyTrapMessageBoxCallBack( UINT8 ubExitValue )
}
// OJW - 20091029 - disarm explosives
if (is_networked && is_client)
send_disarm_explosive( gsBoobyTrapGridNo , gpBoobyTrapItemPool->iItemIndex , gpBoobyTrapSoldier->ubID );
send_disarm_explosive( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gpBoobyTrapSoldier->ubID );
// remove it from the ground
RemoveItemFromPool( gsBoobyTrapGridNo, gpBoobyTrapItemPool->iItemIndex, gbBoobyTrapLevel );
@@ -6363,7 +6363,7 @@ void SwitchMessageBoxCallBack( UINT8 ubExitValue )
// Message that switch is activated...
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 60 ] );
SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency );
SetOffBombsByFrequency( gpTempSoldier->ubID, bTempFrequency );
}
}
@@ -6733,11 +6733,11 @@ void TestPotentialOwner( SOLDIERTYPE * pSoldier )
void CheckForPickedOwnership( void )
{
ITEM_POOL * pItemPool;
UINT8 ubProfile;
UINT8 ubCivGroup;
SOLDIERTYPE * pSoldier;
UINT8 ubLoop;
ITEM_POOL * pItemPool;
UINT8 ubProfile;
UINT8 ubCivGroup;
SOLDIERTYPE * pSoldier;
UINT16 ubLoop;
// LOOP THROUGH LIST TO FIND NODE WE WANT
GetItemPool( gsTempGridNo, &pItemPool, gpTempSoldier->pathing.bLevel );
@@ -9403,7 +9403,7 @@ void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier )
// handle the default result of an interactive action
// This is called either if no lua action id is set, or by lua if this should happen as a supplement to whatever lua does
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess )
void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT16 ubID, BOOLEAN aSuccess )
{
SOLDIERTYPE* pSoldier = NULL;
if ( ubID != NOBODY )