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Import changes from the local SVN working copy
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+22
-23
@@ -23,12 +23,12 @@ enum
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// TACTICAL ENGINE STATUS FLAGS
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typedef struct
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{
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UINT8 bFirstID;
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UINT8 bLastID;
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UINT16 bFirstID;
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UINT16 bLastID;
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COLORVAL RadarColor;
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INT8 bSide;
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INT8 bMenInSector;
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UINT8 ubLastMercToRadio;
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INT16 bMenInSector;
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UINT16 ubLastMercToRadio;
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INT8 bTeamActive;
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INT8 bAwareOfOpposition;
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INT8 bHuman;
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@@ -69,8 +69,8 @@ struct TacticalStatusType
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INT8 fPanicFlags;
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INT32 sPanicTriggerGridNoUnused;
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INT16 sHandGrid;
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UINT8 ubSpottersCalledForBy;
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UINT8 ubTheChosenOne;
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UINT16 ubSpottersCalledForBy;
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UINT16 ubTheChosenOne;
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UINT32 uiTimeOfLastInput;
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UINT32 uiTimeSinceDemoOn;
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UINT32 uiCountdownToRestart;
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@@ -89,13 +89,13 @@ struct TacticalStatusType
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INT8 bRealtimeSpeed;
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UINT8 ubEnemyIntention;
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UINT8 ubEnemyIntendedRetreatDirection;
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UINT8 ubEnemySightingOnTheirTurnEnemyID;
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UINT8 ubEnemySightingOnTheirTurnPlayerID;
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UINT16 ubEnemySightingOnTheirTurnEnemyID;
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UINT16 ubEnemySightingOnTheirTurnPlayerID;
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BOOLEAN fEnemySightingOnTheirTurn;
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BOOLEAN fAutoBandageMode;
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UINT8 ubAttackBusyCount;
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INT8 bNumEnemiesFoughtInBattleUnused;
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UINT8 ubEngagedInConvFromActionMercID;
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UINT16 ubEngagedInConvFromActionMercID;
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UINT16 usTactialTurnLimitCounter;
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BOOLEAN fInTopMessage;
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UINT8 ubTopMessageType;
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@@ -114,7 +114,7 @@ struct TacticalStatusType
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BOOLEAN fSaidCreatureFlavourQuote;
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BOOLEAN fHaveSeenCreature;
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BOOLEAN fKilledEnemyOnAttack;
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UINT8 ubEnemyKilledOnAttack;
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UINT16 ubEnemyKilledOnAttack;
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INT8 bEnemyKilledOnAttackLevel;
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UINT16 ubEnemyKilledOnAttackLocation;
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BOOLEAN fItemsSeenOnAttack;
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@@ -128,7 +128,7 @@ struct TacticalStatusType
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BOOLEAN fCantGetThrough;
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INT32 sCantGetThroughGridNo;
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INT32 sCantGetThroughSoldierGridNo;
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UINT8 ubCantGetThroughID;
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UINT16 ubCantGetThroughID;
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BOOLEAN fDidGameJustStart;
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BOOLEAN fStatChangeCheatOn;
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UINT8 ubLastRequesterTargetID;
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@@ -142,10 +142,9 @@ struct TacticalStatusType
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BOOLEAN fHasAGameBeenStarted;
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INT8 bConsNumTurnsWeHaventSeenButEnemyDoes;
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BOOLEAN fSomeoneHit;
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UINT8 ubPaddingSmall;
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UINT32 uiTimeSinceLastOpplistDecay;
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INT8 bMercArrivingQuoteBeingUsed;
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UINT8 ubEnemyKilledOnAttackKiller;
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UINT16 ubEnemyKilledOnAttackKiller;
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BOOLEAN fCountingDownForGuideDescription;
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INT8 bGuideDescriptionCountDown;
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UINT8 ubGuideDescriptionToUse;
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@@ -159,7 +158,7 @@ struct TacticalStatusType
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UINT16 sCreatureTenseQuoteDelay;
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UINT32 uiCreatureTenseQuoteLastUpdate;
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// SANDRO - added these
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UINT8 ubLastRequesterSurgeryTargetID;
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UINT16 ubLastRequesterSurgeryTargetID;
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UINT8 ubInterruptPending;
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// sevenfm: Ctrl+D disable interrupts
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BOOLEAN ubDisablePlayerInterrupts;
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@@ -240,11 +239,11 @@ void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo );
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void RebuildAllSoldierShadeTables( );
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void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
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UINT8 LastActiveTeamMember( UINT8 ubTeam );
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UINT16 LastActiveTeamMember( UINT16 ubTeam );
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BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier );
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UINT8 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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UINT8 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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BOOLEAN CheckForPlayerTeamInMissionExit( );
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void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldier );
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@@ -261,7 +260,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier );
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BOOLEAN TeamMemberNear(INT8 bTeam, INT32 sGridNo, INT32 iRange);
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BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
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BOOLEAN IsValidTargetMerc( UINT16 ubSoldierID );
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// FUNCTIONS FOR MANIPULATING MERC SLOTS - A LIST OF ALL ACTIVE MERCS
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INT32 GetFreeMercSlot( );
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@@ -323,7 +322,7 @@ BOOLEAN HostileBloodcatsPresent( );
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BOOLEAN HostileZombiesPresent( );
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BOOLEAN HostileCreaturesPresent();
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UINT8 NumPCsInSector( );
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UINT16 NumPCsInSector( );
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void SetSoldierNonNeutral( SOLDIERTYPE * pSoldier );
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void SetSoldierNeutral( SOLDIERTYPE * pSoldier );
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@@ -351,10 +350,10 @@ extern BOOLEAN gogglewarning;
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// will a sam site under the players control shoot down an airraid?
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BOOLEAN WillAirRaidBeStopped( INT16 sSectorX, INT16 sSectorY );
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// HEADROCK HAM 3.5: Externalized for First Arrival enemy check
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extern UINT8 NumEnemyInSector();
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extern UINT16 NumEnemyInSector();
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// Flugente
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extern UINT8 NumZombiesInSector();
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extern UINT16 NumZombiesInSector();
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// Flugente: offer the enemy the chance to surrender
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void HandleSurrenderOffer( SOLDIERTYPE* pSoldier );
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@@ -371,7 +370,7 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
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void TeamRestock(UINT8 bTeam);
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// are we allowed to steal access this guy's inventory?
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BOOLEAN AllowedToStealFromTeamMate( UINT8 aAccessorID, UINT8 aTargetID );
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BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID );
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// Flugente: is an soldier profile already used?
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BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr);
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@@ -402,7 +401,7 @@ enum {
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};
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// Flugente: return number of enemy officers and highest rank found
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UINT8 HighestEnemyOfficersInSector(UINT8& aType);
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UINT16 HighestEnemyOfficersInSector(UINT8& aType);
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// count all soldiers in the current sector that have a specific flag set
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UINT16 NumSoldiersWithFlagInSector(UINT8 aTeam, UINT32 aFlag);
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