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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Import changes from the local SVN working copy
This commit is contained in:
+25
-24
@@ -294,7 +294,7 @@ BOOLEAN gfResetUIMovementOptimization = FALSE;
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BOOLEAN gfResetUIItemCursorOptimization = FALSE;
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BOOLEAN gfBeginVehicleCursor = FALSE;
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INT32 gsOutOfRangeGridNo = NOWHERE;
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UINT8 gubOutOfRangeMerc = NOBODY;
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UINT16 gubOutOfRangeMerc = NOBODY;
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BOOLEAN gfOKForExchangeCursor = FALSE;
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UINT32 guiUIInterfaceSwapCursorsTime = 0;
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INT32 gsJumpOverGridNo = 0;
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@@ -441,7 +441,7 @@ BOOLEAN gfUIDoNotHighlightSelMerc = FALSE;
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BOOLEAN gfUIHandleSelection = FALSE;
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BOOLEAN gfUIHandleSelectionAboveGuy = FALSE;
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BOOLEAN gfUIInDeadlock = FALSE;
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UINT8 gUIDeadlockedSoldier = NOBODY;
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UINT16 gUIDeadlockedSoldier = NOBODY;
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BOOLEAN gfUIHandleShowMoveGrid = FALSE;
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INT32 gsUIHandleShowMoveGridLocation = NOWHERE ;
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BOOLEAN gfUIOverItemPool = FALSE;
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@@ -449,7 +449,7 @@ INT32 gfUIOverItemPoolGridNo = 0;
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INT16 gsCurrentActionPoints = 1;
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BOOLEAN gfUIHandlePhysicsTrajectory = FALSE;
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BOOLEAN gfUIMouseOnValidCatcher = FALSE;
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UINT8 gubUIValidCatcherID = 0;
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UINT16 gubUIValidCatcherID = 0;
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@@ -577,7 +577,7 @@ UINT32 HandleTacticalUI( void )
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gfUIInterfaceSetBusy = FALSE;
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//UNLOCK UI
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UnSetUIBusy( (UINT8)gusSelectedSoldier );
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UnSetUIBusy( gusSelectedSoldier );
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// Decrease global busy counter...
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gTacticalStatus.ubAttackBusyCount = 0;
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@@ -1500,7 +1500,7 @@ UINT32 UIHandleTestHit( UI_EVENT *pUIEvent )
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// gTacticalStatus.ubAttackBusyCount++;
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DebugAttackBusy( "Testing a hit.\n" );
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pSoldier->EVENT_SoldierGotHit( 1, bDamage, 10, pSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
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pSoldier->EVENT_SoldierGotHit( 1, bDamage, 10, pSoldier->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, pSoldier->bAimShotLocation, 0, NOWHERE );
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// callahan update end - put everything as it was
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}
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return( GAME_SCREEN );
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@@ -1716,7 +1716,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
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// THIS IS JUST A CRUDE TEST FOR NOW
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if ( pSoldier->stats.bLife < OKLIFE )
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{
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UINT8 ubID;
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UINT16 ubID;
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// Show reg. cursor
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// GO INTO IDLE MODE
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// guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
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@@ -1725,7 +1725,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
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if ( ubID != NOBODY )
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{
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SelectSoldier( (INT16)ubID, FALSE, FALSE );
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SelectSoldier( ubID, FALSE, FALSE );
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}
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else
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{
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@@ -1963,13 +1963,13 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
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// Set
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gsOutOfRangeGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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gubOutOfRangeMerc = (UINT8)gusSelectedSoldier;
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gubOutOfRangeMerc = gusSelectedSoldier;
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}
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}
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}
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}
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guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, FALSE );
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guiNewUICursor = GetProperItemCursor( gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, FALSE );
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// Show UI ON GUY
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UIHandleOnMerc( FALSE );
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@@ -2123,7 +2123,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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STRUCTURE *pStructure;
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UINT8 ubDirection = 0xff;
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BOOLEAN fAllMove;
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INT8 bLoop;
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UINT16 bLoop;
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LEVELNODE *pIntTile;
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INT32 sIntTileGridNo;
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BOOLEAN fOldFastMove;
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@@ -2745,7 +2745,7 @@ UINT32 UIHandleCAOnTerrain( UI_EVENT *pUIEvent )
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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guiNewUICursor = GetProperItemCursor( (UINT8)gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, TRUE );
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guiNewUICursor = GetProperItemCursor( gusSelectedSoldier, pSoldier->inv[ HANDPOS ].usItem, usMapPos, TRUE );
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UIHandleOnMerc( FALSE );
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}
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@@ -3465,7 +3465,7 @@ BOOLEAN SelectedMercCanAffordMove( )
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return( FALSE );
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}
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void GetMercClimbDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
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void GetMercClimbDirection( UINT16 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
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{
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INT8 bNewDirection;
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SOLDIERTYPE *pSoldier;
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@@ -3839,7 +3839,7 @@ UINT32 UIHandleIETOnTerrain( UI_EVENT *pUIEvent )
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}
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void UIHandleSoldierStanceChange( UINT8 ubSoldierID, INT8 bNewStance )
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void UIHandleSoldierStanceChange( UINT16 ubSoldierID, INT8 bNewStance )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
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@@ -4259,7 +4259,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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LEVELNODE *pIntTile;
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INT8 bReturnCode = 0;
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BOOLEAN fPlot;
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UINT8 ubMercID;
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UINT16 ubMercID;
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if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) || _KeyDown( SHIFT ) )
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{
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@@ -5588,7 +5588,7 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
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{
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SOLDIERTYPE *pSoldier;
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UINT8 ubTargID;
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UINT16 ubTargID;
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UINT32 uiRange;
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INT32 usMapPos;
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BOOLEAN fValidTalkableGuy = FALSE;
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@@ -5619,7 +5619,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
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//CHECK FOR VALID TALKABLE GUY HERE
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fValidTalkableGuy = IsValidTalkableNPCFromMouse( &ubTargID, FALSE, TRUE , FALSE );
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fValidTalkableGuy = IsValidTalkableNPCFromMouse( &ubTargID, FALSE, TRUE, FALSE );
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// USe cursor based on distance
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// Get distance away
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@@ -6374,20 +6374,20 @@ UINT32 UIHandleLAEndLockOurTurn( UI_EVENT *pUIEvent )
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BOOLEAN IsValidTalkableNPCFromMouse( UINT8 *pubSoldierID , BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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{
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// Check if there is a guy here to talk to!
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if ( gfUIFullTargetFound )
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{
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*pubSoldierID = (UINT8)gusUIFullTargetID;
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return( IsValidTalkableNPC( (UINT8)gusUIFullTargetID, fGive, fAllowMercs, fCheckCollapsed ) );
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*pubSoldierID = gusUIFullTargetID;
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return( IsValidTalkableNPC( gusUIFullTargetID, fGive, fAllowMercs, fCheckCollapsed ) );
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}
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return( FALSE );
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}
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BOOLEAN IsValidTalkableNPC( UINT8 ubSoldierID, BOOLEAN fGive , BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
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BOOLEAN fValidGuy = FALSE;
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@@ -6509,7 +6509,7 @@ BOOLEAN HandleTalkInit( )
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if ( gfUIFullTargetFound )
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{
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// Is he a valid NPC?
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if ( IsValidTalkableNPC( (UINT8)gusUIFullTargetID, FALSE, TRUE , FALSE ) )
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if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, TRUE, FALSE ) )
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{
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GetSoldier( &pTSoldier, gusUIFullTargetID );
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@@ -6716,7 +6716,7 @@ BOOLEAN HandleTalkInit( )
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void SetUIBusy( UINT8 ubID )
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void SetUIBusy( UINT16 ubID )
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{
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if ( (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
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{
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@@ -6728,7 +6728,7 @@ void SetUIBusy( UINT8 ubID )
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}
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}
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void UnSetUIBusy( UINT8 ubID )
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void UnSetUIBusy( UINT16 ubID )
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{
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if ( gfUserTurnRegionActive && (gTacticalStatus.uiFlags & INCOMBAT ) && ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.ubCurrentTeam == gbPlayerNum ) )
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{
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@@ -7274,7 +7274,8 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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INT32 sFourGrids[4], sDistance=0, sSpot, sInBetween, sInBetween2, iDoorGridNo;
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static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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UINT8 ubGuyThere, ubMovementCost, ubDirection;
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UINT16 ubGuyThere;
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UINT8 ubMovementCost, ubDirection;
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INT8 bTileHeight = 0;
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// SANDRO: commented out to allow jumping even in cases we could get to the destination normally
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