mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Import changes from the local SVN working copy
This commit is contained in:
+123
-124
@@ -143,19 +143,19 @@
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#include "GameInitOptionsScreen.h"
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// OJW - 20090419
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UINT8 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS;
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UINT8 giMAXIMUM_NUMBER_OF_PLAYER_VEHICLES = CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES;
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UINT8 giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
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UINT8 giMAXIMUM_NUMBER_OF_ENEMIES = CODE_MAXIMUM_NUMBER_OF_ENEMIES;
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UINT8 giMAXIMUM_NUMBER_OF_CREATURES = CODE_MAXIMUM_NUMBER_OF_CREATURES;
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UINT8 giMAXIMUM_NUMBER_OF_REBELS = CODE_MAXIMUM_NUMBER_OF_REBELS;
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UINT8 giMAXIMUM_NUMBER_OF_CIVS = CODE_MAXIMUM_NUMBER_OF_CIVS;
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UINT16 giMAXIMUM_NUMBER_OF_PLAYER_MERCS = CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS;
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UINT16 giMAXIMUM_NUMBER_OF_PLAYER_VEHICLES = CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES;
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UINT16 giMAXIMUM_NUMBER_OF_PLAYER_SLOTS = CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS;
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UINT16 giMAXIMUM_NUMBER_OF_ENEMIES = CODE_MAXIMUM_NUMBER_OF_ENEMIES;
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UINT16 giMAXIMUM_NUMBER_OF_CREATURES = CODE_MAXIMUM_NUMBER_OF_CREATURES;
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UINT16 giMAXIMUM_NUMBER_OF_REBELS = CODE_MAXIMUM_NUMBER_OF_REBELS;
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UINT16 giMAXIMUM_NUMBER_OF_CIVS = CODE_MAXIMUM_NUMBER_OF_CIVS;
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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extern void HandleTBPickUpBackpacks(BOOLEAN fAll);
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extern void HandleBestSightingPositionInRealtime();
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extern INT32 GetCurrentBalance( void );
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@@ -372,7 +372,7 @@ CHAR8 gzDirectionStr[][ 30 ] =
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};
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// TEMP VALUES FOR TEAM DEFAULT POSITIONS
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UINT8 bDefaultTeamRangesMP[ MAXTEAMS ][ 2 ] =
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UINT16 bDefaultTeamRangesMP[ MAXTEAMS ][ 2 ] =
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{
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0, 19, //20 US
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@@ -388,7 +388,7 @@ UINT8 bDefaultTeamRangesMP[ MAXTEAMS ][ 2 ] =
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MAX_NUM_SOLDIERS, TOTAL_SOLDIERS - 1 // PLANNING SOLDIERS
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};
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UINT8 bDefaultTeamRanges[ MAXTEAMS_SP ][ 2 ] =
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UINT16 bDefaultTeamRanges[ MAXTEAMS_SP ][ 2 ] =
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{
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0,
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CODE_MAXIMUM_NUMBER_OF_PLAYER_MERCS+CODE_MAXIMUM_NUMBER_OF_PLAYER_VEHICLES-1,
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@@ -420,16 +420,16 @@ COLORVAL bDefaultTeamColors[ MAXTEAMS ] =
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};
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// UTILITY FUNCTIONS
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INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
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UINT8 NumEnemyInSector( );
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UINT8 NumEnemyInSectorExceptCreatures();
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UINT8 NumCapableEnemyInSector( );
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UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
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UINT16 NumEnemyInSector( );
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UINT16 NumEnemyInSectorExceptCreatures();
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UINT16 NumCapableEnemyInSector( );
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BOOLEAN KillIncompacitatedEnemyInSector( );
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BOOLEAN CheckForLosingEndOfBattle( );
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void EndBattleWithUnconsciousGuysCallback( UINT8 bExitValue );
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UINT8 NumEnemyInSectorNotDeadOrDying( );
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UINT8 NumBloodcatsInSectorNotDeadOrDying( );
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UINT16 NumEnemyInSectorNotDeadOrDying( );
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UINT16 NumBloodcatsInSectorNotDeadOrDying( );
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UINT8 gubWaitingForAllMercsToExitCode = 0;
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UINT8 gusNumMercsUntilWaitingOver = 0;
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@@ -659,7 +659,7 @@ void ShutdownTacticalEngine( )
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BOOLEAN InitOverhead( )
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{
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UINT32 cnt;
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UINT8 cnt2;
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UINT16 cnt2;
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// Set pointers list
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for( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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@@ -1331,7 +1331,7 @@ BOOLEAN ExecuteOverhead( )
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}
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// OK, if we are the selected soldier, refresh some UI stuff
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if ( pSoldier->ubID == (UINT8)gusSelectedSoldier )
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if ( pSoldier->ubID == gusSelectedSoldier )
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{
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gfUIRefreshArrows = TRUE;
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}
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@@ -3378,7 +3378,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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UpdateForContOverPortrait( pOldSoldier, FALSE );
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}
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gusSelectedSoldier = (UINT16)usSoldierID;
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gusSelectedSoldier = usSoldierID;
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// find which squad this guy is, then set selected squad to this guy
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if( pSoldier->bAssignment == VEHICLE )
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@@ -3405,7 +3405,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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//pSoldier->SetCheckSoldierLightFlag( );
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// Set interface to reflect new selection!
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SetCurrentTacticalPanelCurrentMerc( (UINT8)usSoldierID );
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SetCurrentTacticalPanelCurrentMerc( usSoldierID );
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// PLay ATTN SOUND
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if ( fAcknowledge )
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@@ -3513,11 +3513,11 @@ void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator)
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{
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if ( fSetLocator == SETLOCATOR || fSetLocator == 10 )
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{
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ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_NORMAL );
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ShowRadioLocator(usID, SHOW_LOCATOR_NORMAL );
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}
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else
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{
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ShowRadioLocator((UINT8)usID, SHOW_LOCATOR_FAST );
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ShowRadioLocator(usID, SHOW_LOCATOR_FAST );
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}
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}
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}
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@@ -3569,7 +3569,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet
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// Locate even if on screen
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if (fSetLocator)
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ShowRadioLocator((UINT8) usSoldierID, SHOW_LOCATOR_NORMAL );
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ShowRadioLocator( usSoldierID, SHOW_LOCATOR_NORMAL );
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// FIRST CHECK IF WE ARE ON SCREEN
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if ( GridNoOnScreen( MercPtrs[ usSoldierID ]->sGridNo ) )
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@@ -4167,7 +4167,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// killing crows/cows is not worth any experience!
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if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) //&& pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS ) // SANDRO - why not give exp for bleeding out?
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{
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UINT8 ubAssister = NOBODY;
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UINT16 ubAssister = NOBODY;
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// if it was a kill by a player's merc
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if (pSoldierOld->ubAttackerID != NOBODY && MercPtrs[ pSoldierOld->ubAttackerID ]->bTeam == gbPlayerNum )
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@@ -4267,7 +4267,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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CheckForEndOfBattle( FALSE );
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}
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UINT8 LastActiveTeamMember( UINT8 ubTeam )
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UINT16 LastActiveTeamMember( UINT16 ubTeam )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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@@ -4279,7 +4279,7 @@ UINT8 LastActiveTeamMember( UINT8 ubTeam )
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{
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if ( pSoldier->bActive )
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{
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return( (INT8)cnt );
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return( (UINT16)cnt );
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}
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}
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@@ -4542,9 +4542,9 @@ void MakeCivHostile(SOLDIERTYPE *pSoldier)
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UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked )
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{
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SOLDIERTYPE * pSoldier;
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UINT8 ubFirstProfile = NO_PROFILE;
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UINT8 cnt;
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SOLDIERTYPE * pSoldier;
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UINT8 ubFirstProfile = NO_PROFILE;
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UINT16 cnt;
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if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
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{
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@@ -4584,11 +4584,11 @@ UINT8 CivilianGroupMembersChangeSidesWithinProximity( SOLDIERTYPE * pAttacked )
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SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
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{
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SOLDIERTYPE * pNew;
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SOLDIERTYPE * pNewAttacked = pAttacked;
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SOLDIERTYPE * pSoldier;
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UINT8 cnt;
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UINT8 ubFirstProfile = NO_PROFILE;
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SOLDIERTYPE * pNew;
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SOLDIERTYPE * pNewAttacked = pAttacked;
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SOLDIERTYPE * pSoldier;
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UINT16 cnt;
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UINT8 ubFirstProfile = NO_PROFILE;
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if ( pAttacked->ubCivilianGroup == NON_CIV_GROUP )
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{
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@@ -4778,11 +4778,11 @@ gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE;
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}
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*/
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INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
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UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT8 ubCount = 0;
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UINT16 ubCount = 0;
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cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
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@@ -4799,10 +4799,10 @@ INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
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}
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UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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{
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UINT8 bLastTeamID;
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INT32 cnt;
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UINT16 bLastTeamID;
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UINT16 cnt;
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SOLDIERTYPE *pTeamSoldier;
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cnt = pSoldier->ubID + 1;
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@@ -4823,14 +4823,14 @@ UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
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{
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( cnt );
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}
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( cnt );
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}
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}
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}
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@@ -4854,14 +4854,14 @@ UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
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{
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( cnt );
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}
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( cnt );
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}
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}
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}
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@@ -4913,9 +4913,9 @@ SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier )
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}
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UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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{
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UINT8 bLastTeamID;
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UINT16 bLastTeamID;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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@@ -4939,14 +4939,14 @@ UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
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// Check for bLife > 0
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( (UINT16)cnt );
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}
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( (UINT16)cnt );
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}
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}
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}
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@@ -4969,14 +4969,14 @@ UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
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{
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if ( pTeamSoldier->stats.bLife > 0 && pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bTeam == gbPlayerNum && ( pTeamSoldier->bAssignment < ON_DUTY || pTeamSoldier->bAssignment == VEHICLE ) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( (UINT16)cnt );
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}
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}
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else
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier) && OK_INTERRUPT_MERC( pTeamSoldier ) && pSoldier->bAssignment == pTeamSoldier->bAssignment )
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{
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return( (UINT8)cnt );
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return( (UINT16)cnt );
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}
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}
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}
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@@ -4990,8 +4990,8 @@ UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKL
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BOOLEAN CheckForPlayerTeamInMissionExit( )
|
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{
|
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INT32 cnt;
|
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SOLDIERTYPE *pSoldier;
|
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UINT8 bGuysIn = 0;
|
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SOLDIERTYPE *pSoldier;
|
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UINT16 bGuysIn = 0;
|
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|
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// End the turn of player charactors
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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@@ -5087,10 +5087,10 @@ extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel
|
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// NB if making changes don't forget to update NewOKDestinationAndDirection
|
||||
BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
|
||||
{
|
||||
UINT8 bPerson;
|
||||
STRUCTURE * pStructure;
|
||||
INT16 sDesiredLevel;
|
||||
BOOLEAN fOKCheckStruct;
|
||||
UINT16 bPerson;
|
||||
STRUCTURE *pStructure;
|
||||
INT16 sDesiredLevel;
|
||||
BOOLEAN fOKCheckStruct;
|
||||
|
||||
// sevenfm: allow civilians and NPCs with profile to go off screen
|
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if (!GridNoOnVisibleWorldTile(sGridNo) && (pCurrSoldier->bTeam != CIV_TEAM || pCurrSoldier->ubProfile == NO_PROFILE))
|
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@@ -5228,10 +5228,10 @@ BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPe
|
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// NB if making changes don't forget to update NewOKDestination
|
||||
INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, INT8 bDirection, BOOLEAN fPeopleToo, INT8 bLevel )
|
||||
{
|
||||
UINT8 bPerson;
|
||||
STRUCTURE * pStructure;
|
||||
INT16 sDesiredLevel;
|
||||
BOOLEAN fOKCheckStruct;
|
||||
UINT16 bPerson;
|
||||
STRUCTURE *pStructure;
|
||||
INT16 sDesiredLevel;
|
||||
BOOLEAN fOKCheckStruct;
|
||||
|
||||
if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
|
||||
{
|
||||
@@ -5439,7 +5439,7 @@ BOOLEAN IsLocationSittableExcludingPeople( INT32 iMapIndex, BOOLEAN fOnRoof )
|
||||
|
||||
BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange)
|
||||
{
|
||||
UINT8 bLoop;
|
||||
UINT16 bLoop;
|
||||
SOLDIERTYPE * pSoldier;
|
||||
|
||||
for (bLoop=gTacticalStatus.Team[bTeam].bFirstID, pSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[bTeam].bLastID; ++bLoop, pSoldier++)
|
||||
@@ -5832,14 +5832,14 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
|
||||
//INT32 cnt;
|
||||
INT32 sClosest = -1, sSpot, sSpot2;
|
||||
INT32 sCloseGridNo = NOWHERE;
|
||||
UINT32 uiMercFlags;
|
||||
UINT16 usSoldierIndex;
|
||||
UINT8 ubDir;
|
||||
STRUCTURE *pDoor;
|
||||
UINT8 ubWallOrientation;
|
||||
BOOLEAN fCheckGivenGridNo = TRUE;
|
||||
UINT8 ubTestDirection;
|
||||
UINT8 ubWhoIsThere;
|
||||
UINT32 uiMercFlags;
|
||||
UINT16 usSoldierIndex;
|
||||
UINT8 ubDir;
|
||||
STRUCTURE *pDoor;
|
||||
UINT8 ubWallOrientation;
|
||||
BOOLEAN fCheckGivenGridNo = TRUE;
|
||||
UINT8 ubTestDirection;
|
||||
UINT16 ubWhoIsThere;
|
||||
|
||||
// CHECK IF WE WANT TO FORCE GRIDNO TO PERSON
|
||||
if ( psAdjustedGridNo != NULL )
|
||||
@@ -6145,7 +6145,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
|
||||
INT32 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT32 * psAdjustedTargetGridNo, UINT8 * pubDirection )
|
||||
{
|
||||
INT32 sSpot;
|
||||
UINT8 ubGuyThere;
|
||||
UINT16 ubGuyThere;
|
||||
|
||||
for ( UINT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; ++cnt )
|
||||
{
|
||||
@@ -6883,9 +6883,9 @@ void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
|
||||
{
|
||||
// WDS - make number of mercenaries, etc. be configurable
|
||||
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
|
||||
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt;
|
||||
|
||||
@@ -6900,7 +6900,7 @@ void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
|
||||
// Add guy if he's a candidate...
|
||||
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
|
||||
{
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
|
||||
ubNumMercs++;
|
||||
}
|
||||
}
|
||||
@@ -6908,7 +6908,7 @@ void SayBattleSoundFromAnyBodyInSector( INT32 iBattleSnd )
|
||||
// If we are > 0
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
|
||||
MercPtrs[ ubChosenMerc ]->DoMercBattleSound( (UINT8)iBattleSnd );
|
||||
}
|
||||
@@ -7402,10 +7402,6 @@ void UpdateWoundedFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumPrisoners = 0;
|
||||
UINT8 ubNumPrisonerAdmin = 0;
|
||||
UINT8 ubNumPrisonerTroop = 0;
|
||||
UINT8 ubNumPrisonerElite = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -7543,7 +7539,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
if (fBattleLost)
|
||||
{
|
||||
// sevenfm: count alive/dead/not covert mercs in sector/retreating from sector
|
||||
UINT8 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
UINT16 ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID;
|
||||
BOOLEAN fFoundNotCovertMerc = FALSE;
|
||||
BOOLEAN fFoundAliveMerc = FALSE;
|
||||
BOOLEAN fFoundDeadMerc = FALSE;
|
||||
@@ -7592,7 +7588,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
memset(&(gTacticalStatus.bNumFoughtInBattle), 0, MAXTEAMS);
|
||||
|
||||
// If here, the battle has been lost!
|
||||
UnSetUIBusy((UINT8)gusSelectedSoldier);
|
||||
UnSetUIBusy(gusSelectedSoldier);
|
||||
|
||||
if (gTacticalStatus.uiFlags & INCOMBAT)
|
||||
{
|
||||
@@ -7725,7 +7721,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
// battle for us
|
||||
EndAllAITurns( );
|
||||
|
||||
UnSetUIBusy( (UINT8)gusSelectedSoldier );
|
||||
UnSetUIBusy( gusSelectedSoldier );
|
||||
|
||||
// ATE:
|
||||
// If we ended battle in any team other than the player's
|
||||
@@ -8011,7 +8007,10 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
|
||||
// Flugente: in any case, reset creature attack variables
|
||||
ResetCreatureAttackVariables();
|
||||
|
||||
// sevenfm: switch off radio
|
||||
// sevenfm: pick up dropped backpacks
|
||||
HandleTBPickUpBackpacks(TRUE);
|
||||
|
||||
// sevenfm: switch off radio
|
||||
//SwitchOffAllRadio();
|
||||
|
||||
// If we are the server, we escape this function at the top if we think the game should still be running
|
||||
@@ -8154,7 +8153,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
|
||||
// If we are > ok start, this is the one!
|
||||
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
|
||||
{
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
|
||||
|
||||
//ATE: Change to Slide To...
|
||||
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
|
||||
@@ -8182,7 +8181,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
|
||||
// If we are > ok start, this is the one!
|
||||
if ( cnt > pSrcSoldier->ubLastEnemyCycledID )
|
||||
{
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
|
||||
|
||||
//ATE: Change to Slide To...
|
||||
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
|
||||
@@ -8217,7 +8216,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
|
||||
// If we are > ok start, this is the one!
|
||||
if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
|
||||
{
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
|
||||
|
||||
//ATE: Change to Slide To...
|
||||
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
|
||||
@@ -8246,7 +8245,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
|
||||
// If we are > ok start, this is the one!
|
||||
if ( cnt < pSrcSoldier->ubLastEnemyCycledID )
|
||||
{
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT8)cnt;
|
||||
pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
|
||||
|
||||
//ATE: Change to Slide To...
|
||||
SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
|
||||
@@ -8289,11 +8288,11 @@ BOOLEAN PlayerTeamFull( )
|
||||
return( TRUE );
|
||||
}
|
||||
|
||||
UINT8 NumPCsInSector( )
|
||||
UINT16 NumPCsInSector( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
UINT32 cnt = 0;
|
||||
UINT8 ubNumPlayers = 0;
|
||||
UINT16 ubNumPlayers = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8314,11 +8313,11 @@ UINT8 NumPCsInSector( )
|
||||
}
|
||||
|
||||
|
||||
UINT8 NumEnemyInSector( )
|
||||
UINT16 NumEnemyInSector( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumEnemies = 0;
|
||||
UINT16 ubNumEnemies = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8338,11 +8337,11 @@ UINT8 NumEnemyInSector( )
|
||||
|
||||
}
|
||||
|
||||
UINT8 NumZombiesInSector( )
|
||||
UINT16 NumZombiesInSector( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumZombies = 0;
|
||||
INT32 cnt = 0;
|
||||
UINT16 ubNumZombies = 0;
|
||||
|
||||
for ( pTeamSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; ++pTeamSoldier, ++cnt )
|
||||
{
|
||||
@@ -8358,11 +8357,11 @@ UINT8 NumZombiesInSector( )
|
||||
return( ubNumZombies );
|
||||
}
|
||||
|
||||
UINT8 NumEnemyInSectorExceptCreatures()
|
||||
UINT16 NumEnemyInSectorExceptCreatures()
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumEnemies = 0;
|
||||
INT32 cnt = 0;
|
||||
UINT16 ubNumEnemies = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8383,11 +8382,11 @@ UINT8 NumEnemyInSectorExceptCreatures()
|
||||
}
|
||||
|
||||
|
||||
UINT8 NumEnemyInSectorNotDeadOrDying( )
|
||||
UINT16 NumEnemyInSectorNotDeadOrDying( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumEnemies = 0;
|
||||
INT32 cnt = 0;
|
||||
UINT16 ubNumEnemies = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8418,11 +8417,11 @@ UINT8 NumEnemyInSectorNotDeadOrDying( )
|
||||
|
||||
}
|
||||
|
||||
UINT8 NumBloodcatsInSectorNotDeadOrDying( )
|
||||
UINT16 NumBloodcatsInSectorNotDeadOrDying( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumEnemies = 0;
|
||||
INT32 cnt = 0;
|
||||
UINT16 ubNumEnemies = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8457,11 +8456,11 @@ UINT8 NumBloodcatsInSectorNotDeadOrDying( )
|
||||
}
|
||||
|
||||
|
||||
UINT8 NumCapableEnemyInSector( )
|
||||
UINT16 NumCapableEnemyInSector( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 ubNumEnemies = 0;
|
||||
INT32 cnt = 0;
|
||||
UINT16 ubNumEnemies = 0;
|
||||
|
||||
// Check if the battle is won!
|
||||
// Loop through all mercs and make go
|
||||
@@ -8505,7 +8504,7 @@ BOOLEAN CheckForLosingEndOfBattle( )
|
||||
{
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt = 0;
|
||||
INT8 bNumDead = 0, bNumNotOK = 0, bNumInBattle = 0, bNumNotOKRealMercs = 0;
|
||||
UINT16 bNumDead = 0, bNumNotOK = 0, bNumInBattle = 0, bNumNotOKRealMercs = 0;
|
||||
BOOLEAN fMadeCorpse;
|
||||
BOOLEAN fDoCapture = FALSE;
|
||||
BOOLEAN fOnlyEPCsLeft = TRUE;
|
||||
@@ -8864,9 +8863,9 @@ INT8 CalcSuppressionTolerance( SOLDIERTYPE * pSoldier )
|
||||
return( bTolerance );
|
||||
}
|
||||
|
||||
extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
|
||||
extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
|
||||
|
||||
void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
|
||||
void HandleSuppressionFire( UINT16 ubTargetedMerc, UINT16 ubCausedAttacker )
|
||||
{
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@@ -9245,7 +9244,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
|
||||
// "Soldier is pinned down!"
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() );
|
||||
// HEADROCK HAM 3.2: Added a radio locator!
|
||||
ShowRadioLocator( (UINT8)pSoldier->ubID, SHOW_LOCATOR_NORMAL );
|
||||
ShowRadioLocator( pSoldier->ubID, SHOW_LOCATOR_NORMAL );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9653,7 +9652,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
SOLDIERTYPE * pTarget;
|
||||
BOOLEAN fEnterCombat = FALSE;
|
||||
UINT32 cnt;
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
|
||||
#if 0
|
||||
// 0verhaul: None of this is necessary anymore with the new attack busy system
|
||||
@@ -9997,7 +9996,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
|
||||
|
||||
if ( gTacticalStatus.uiFlags & CHECK_SIGHT_AT_END_OF_ATTACK )
|
||||
{
|
||||
UINT8 ubLoop;
|
||||
UINT16 ubLoop;
|
||||
SOLDIERTYPE * pSightSoldier;
|
||||
|
||||
AllTeamsLookForAll( FALSE );
|
||||
@@ -10317,7 +10316,7 @@ void RemoveManFromTeam( INT8 bTeam )
|
||||
|
||||
void RemoveSoldierFromTacticalSector( SOLDIERTYPE *pSoldier, BOOLEAN fAdjustSelected )
|
||||
{
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
SOLDIERTYPE *pNewSoldier;
|
||||
|
||||
// reset merc's opplist
|
||||
@@ -10661,9 +10660,9 @@ void HandleCreatureTenseQuote( )
|
||||
{
|
||||
// WDS - make number of mercenaries, etc. be configurable
|
||||
// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
|
||||
std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
|
||||
UINT8 ubNumMercs = 0;
|
||||
UINT8 ubChosenMerc;
|
||||
std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
|
||||
UINT16 ubNumMercs = 0;
|
||||
UINT16 ubChosenMerc;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
INT32 cnt;
|
||||
INT32 uiTime;
|
||||
@@ -10691,7 +10690,7 @@ void HandleCreatureTenseQuote( )
|
||||
// Add guy if he's a candidate...
|
||||
if ( OK_INSECTOR_MERC( pTeamSoldier ) && !AM_AN_EPC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !(AM_A_ROBOT( pTeamSoldier )) && !pTeamSoldier->flags.fMercAsleep )
|
||||
{
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
|
||||
ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
|
||||
ubNumMercs++;
|
||||
}
|
||||
}
|
||||
@@ -10699,7 +10698,7 @@ void HandleCreatureTenseQuote( )
|
||||
// If we are > 0
|
||||
if ( ubNumMercs > 0 )
|
||||
{
|
||||
ubChosenMerc = (UINT8)Random( ubNumMercs );
|
||||
ubChosenMerc = (UINT16)Random( ubNumMercs );
|
||||
|
||||
DoCreatureTensionQuote ( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ] );
|
||||
}
|
||||
@@ -10812,7 +10811,7 @@ INT8 CheckStatusNearbyFriendlies( SOLDIERTYPE *pSoldier )
|
||||
INT8 bLevelDifference = 0;
|
||||
|
||||
// Run through each friendly.
|
||||
for ( UINT8 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
||||
for ( UINT16 iCounter = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; iCounter <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; iCounter ++ )
|
||||
{
|
||||
pLeader = MercPtrs[ iCounter ];
|
||||
// Make sure that character is alive, not too shocked, and conscious, and of higher experience level
|
||||
@@ -10904,7 +10903,7 @@ INT8 CheckStatusNearbyFriendliesSimple(SOLDIERTYPE *pSoldier)
|
||||
}
|
||||
|
||||
// Run through each friendly.
|
||||
for (UINT8 ubFriend = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; ubFriend <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ubFriend ++)
|
||||
for (UINT16 ubFriend = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID ; ubFriend <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID ; ubFriend ++)
|
||||
{
|
||||
pFriend = MercPtrs[ ubFriend ];
|
||||
|
||||
@@ -11047,7 +11046,7 @@ void HandleDisplayingOfPlayerLostDialogue( )
|
||||
}
|
||||
#endif
|
||||
|
||||
static UINT8 prisonerdialoguetargetID = NOBODY;
|
||||
static UINT16 prisonerdialoguetargetID = NOBODY;
|
||||
|
||||
void TurnCoatAttemptMessageBoxCallBack( UINT8 ubExitValue )
|
||||
{
|
||||
@@ -11605,7 +11604,7 @@ void TeamRestock(UINT8 bTeam)
|
||||
}
|
||||
|
||||
// are we allowed to steal access this guy's inventory?
|
||||
BOOLEAN AllowedToStealFromTeamMate( UINT8 ubID, UINT8 ubTargetID )
|
||||
BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID )
|
||||
{
|
||||
if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && MercPtrs[ubID]->bTeam == MercPtrs[ubTargetID]->bTeam && !AM_AN_EPC(MercPtrs[ubTargetID]) && !IsVehicle(MercPtrs[ubTargetID]) )
|
||||
return TRUE;
|
||||
@@ -11764,11 +11763,11 @@ INT8 CalcEffectiveShockLevel( SOLDIERTYPE * pSoldier )
|
||||
}
|
||||
|
||||
// Flugente: count number of enemy officers
|
||||
UINT8 HighestEnemyOfficersInSector( UINT8& aType )
|
||||
UINT16 HighestEnemyOfficersInSector( UINT8& aType )
|
||||
{
|
||||
SOLDIERTYPE* pSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 num = 0;
|
||||
UINT16 num = 0;
|
||||
UINT8 type = OFFICER_NONE;
|
||||
|
||||
for ( cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; pSoldier++, ++cnt )
|
||||
@@ -11794,7 +11793,7 @@ UINT16 NumSoldiersWithFlagInSector( UINT8 aTeam, UINT32 aFlag )
|
||||
{
|
||||
SOLDIERTYPE* pSoldier;
|
||||
INT32 cnt = 0;
|
||||
UINT8 num = 0;
|
||||
UINT16 num = 0;
|
||||
|
||||
for ( cnt = gTacticalStatus.Team[aTeam].bFirstID, pSoldier = MercPtrs[cnt]; cnt <= gTacticalStatus.Team[aTeam].bLastID; pSoldier++, ++cnt )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user