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