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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
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+17
-17
@@ -126,8 +126,8 @@ extern BOOLEAN gfCannotGetThrough; // will use it when showing red laser dot
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extern void SoldierTooltip(SOLDIERTYPE*);
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BOOLEAN gfProgBarActive = FALSE;
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UINT8 gubProgNumEnemies = 0;
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UINT8 gubProgCurEnemy = 0;
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UINT16 gubProgNumEnemies = 0;
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UINT16 gubProgCurEnemy = 0;
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UINT32 guiPORTRAITICONS;
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@@ -192,7 +192,7 @@ BOOLEAN gfPanelAllocated = FALSE;
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extern MOUSE_REGION gDisableRegion;
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extern MOUSE_REGION gUserTurnRegion;
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extern BOOLEAN gfUserTurnRegionActive;
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extern UINT8 gubSelectSMPanelToMerc;
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extern UINT16 gubSelectSMPanelToMerc;
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extern BOOLEAN gfIgnoreOnSelectedGuy;
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enum
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@@ -670,7 +670,7 @@ void ShutdownCurrentPanel( )
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void SetCurrentTacticalPanelCurrentMerc( UINT8 ubID )
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void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
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{
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SOLDIERTYPE *pSoldier;
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@@ -696,7 +696,7 @@ void SetCurrentTacticalPanelCurrentMerc( UINT8 ubID )
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break;
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case TEAM_PANEL:
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SetTEAMPanelCurrentMerc( (UINT8)gusSelectedSoldier );
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SetTEAMPanelCurrentMerc( gusSelectedSoldier );
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break;
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}
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@@ -734,7 +734,7 @@ void SetCurrentInterfacePanel( UINT8 ubNewPanel )
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void ToggleTacticalPanels( )
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{
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gfSwitchPanel = TRUE;
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gubNewPanelParam = (UINT8)gusSelectedSoldier;
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gubNewPanelParam = gusSelectedSoldier;
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if ( gsCurInterfacePanel == SM_PANEL )
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{
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@@ -764,7 +764,7 @@ void RemoveCurrentTacticalPanelButtons( )
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}
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BOOLEAN IsMercPortraitVisible( UINT8 ubSoldierID )
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BOOLEAN IsMercPortraitVisible( UINT16 ubSoldierID )
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{
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if ( gsCurInterfacePanel == TEAM_PANEL )
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{
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@@ -4244,7 +4244,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToOpenDoor( gOpenDoorMenu.pSoldier ), APBPConstants[BP_OPEN_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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if ( gOpenDoorMenu.fClosingDoor )
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{
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@@ -4269,7 +4269,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_BOOT_DOOR], APBPConstants[BP_BOOT_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_FORCE );
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}
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@@ -4286,7 +4286,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_UNLOCK_DOOR], APBPConstants[BP_UNLOCK_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_UNLOCK );
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}
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@@ -4303,7 +4303,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToPicklock( gOpenDoorMenu.pSoldier ), APBPConstants[BP_PICKLOCK], FALSE ) ) // SANDRO
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_LOCKPICK );
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}
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@@ -4320,7 +4320,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_EXAMINE_DOOR], APBPConstants[BP_EXAMINE_DOOR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXAMINE );
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}
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@@ -4361,7 +4361,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToBombDoor( gOpenDoorMenu.pSoldier ), APBPConstants[BP_EXPLODE_DOOR], FALSE ) ) // SANDRO
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_EXPLODE );
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}
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@@ -4379,7 +4379,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, GetAPsToUntrapDoor( gOpenDoorMenu.pSoldier ), APBPConstants[BP_UNTRAP_DOOR], FALSE ) ) // SANDRO
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_UNTRAP );
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}
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@@ -4420,7 +4420,7 @@ void BtnDoorMenuCallback(GUI_BUTTON *btn,INT32 reason)
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if ( EnoughPoints( gOpenDoorMenu.pSoldier, APBPConstants[AP_USE_CROWBAR], APBPConstants[BP_USE_CROWBAR], FALSE ) )
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{
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// Set UI
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SetUIBusy( (UINT8)gOpenDoorMenu.pSoldier->ubID );
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SetUIBusy( gOpenDoorMenu.pSoldier->ubID );
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InteractWithClosedDoor( gOpenDoorMenu.pSoldier, HANDLE_DOOR_CROWBAR );
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}
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@@ -5178,7 +5178,7 @@ void PauseRT( BOOLEAN fPause )
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}
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void InitEnemyUIBar( UINT8 ubNumEnemies, UINT8 ubDoneEnemies )
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void InitEnemyUIBar( UINT16 ubNumEnemies, UINT16 ubDoneEnemies )
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{
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// OK, set value
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gubProgNumEnemies = ubNumEnemies + ubDoneEnemies;
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@@ -5218,7 +5218,7 @@ void InitPlayerUIBar( BOOLEAN fInterrupt )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt = 0;
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INT8 bNumOK = 0, bNumNotOK = 0;
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INT16 bNumOK = 0, bNumNotOK = 0;
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if ( !gGameOptions.fTurnTimeLimit )
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{
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