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Import changes from the local SVN working copy
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+18
-19
@@ -107,10 +107,10 @@ BOOLEAN HandleUnjamAnimation( SOLDIERTYPE *pSoldier );
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extern void HandleSystemNewAISituation( SOLDIERTYPE *pSoldier, BOOLEAN fResetABC );
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extern void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
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extern UINT8 NumCapableEnemyInSector( );
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extern UINT16 NumCapableEnemyInSector( );
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extern BOOLEAN gfKillingGuysForLosingBattle;
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extern UINT8 gubInterruptProvoker;
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extern UINT16 gubInterruptProvoker;
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extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
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@@ -1167,7 +1167,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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{
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if (pSoldier->bTeam == 0 || (pSoldier->bTeam == 1 && is_server))
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{
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send_grenade( pSoldier->pTempObject , pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iRealObjectID , true);
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send_grenade( pSoldier->pTempObject, pSoldier->pThrowParams->dLifeSpan, pSoldier->pThrowParams->dX, pSoldier->pThrowParams->dY, pSoldier->pThrowParams->dZ, pSoldier->pThrowParams->dForceX, pSoldier->pThrowParams->dForceY, pSoldier->pThrowParams->dForceZ, pSoldier->sTargetGridNo, pSoldier->ubID, pSoldier->pThrowParams->ubActionCode, pSoldier->pThrowParams->uiActionData, iRealObjectID, true);
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}
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}
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@@ -1789,7 +1789,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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pSoldier->uiTimeOfLastRandomAction = 0;
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// Don't play these generally if this is the guy selected by player, as this one is "awaiting orders"
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if (pSoldier->ubID != (UINT8)gusSelectedSoldier || Random( 10 ) == 0 )
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if (pSoldier->ubID != gusSelectedSoldier || Random( 10 ) == 0 )
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{
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// Don't do any in water!
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// Also don't play if we are in the middle of something
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@@ -3130,7 +3130,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// Reload robot....
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{
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UINT8 ubPerson;
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UINT16 ubPerson;
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SOLDIERTYPE *pRobot;
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// Get pointer...
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@@ -3307,7 +3307,7 @@ BOOLEAN AdjustToNextAnimationFrame( SOLDIERTYPE *pSoldier )
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// REFUELING A VEHICLE
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// THE GAS_CAN IS IN THE MERCS MAIN HAND AT THIS TIME
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{
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UINT8 ubPerson;
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UINT16 ubPerson;
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SOLDIERTYPE *pVehicle;
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// Get pointer to vehicle...
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@@ -3559,13 +3559,13 @@ BOOLEAN ShouldMercSayHappyWithGunQuote( SOLDIERTYPE *pSoldier )
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void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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std::vector<INT8> bBuddyIndex (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, -1);
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// INT8 bBuddyIndex[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { -1 };
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INT8 bTempBuddyIndex;
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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UINT16 usQuoteNum;
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@@ -3651,7 +3651,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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}
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// OK, a good candidate...
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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bBuddyIndex[ ubNumMercs ] = bTempBuddyIndex;
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++ubNumMercs;
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}
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@@ -3661,7 +3661,7 @@ void SayBuddyWitnessedQuoteFromKill( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo,
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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switch( bBuddyIndex[ ubChosenMerc ] )
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{
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@@ -3751,10 +3751,9 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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std::vector<UINT16> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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UINT16 ubNumMercs = 0;
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UINT16 ubChosenMerc;
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BOOLEAN fDoSomeoneElse = FALSE;
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gfLastMercTalkedAboutKillingID = pKilledSoldier->ubID;
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@@ -3822,7 +3821,7 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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// Can we see location?
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if ( SoldierTo3DLocationLineOfSightTest( pTeamSoldier, sGridNo, bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt;
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ubMercsInSector[ ubNumMercs ] = (UINT16)cnt;
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ubNumMercs++;
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}
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}
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@@ -3832,7 +3831,7 @@ void HandleKilledQuote( SOLDIERTYPE *pKilledSoldier, SOLDIERTYPE *pKillerSoldier
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// Did we find anybody?
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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ubChosenMerc = (UINT16)Random( ubNumMercs );
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// We have a random chance of not saying our we killed a guy quote
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if ( Random( 100 ) < 50 )
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@@ -4000,8 +3999,8 @@ BOOLEAN HandleSoldierDeath( SOLDIERTYPE *pSoldier , BOOLEAN *pfMadeCorpse )
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{
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//////////////////////////////////////////////////////////////
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// SANDRO - some changes here
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UINT8 ubAttacker = pSoldier->ubAttackerID;
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UINT8 ubAssister = pSoldier->ubPreviousAttackerID;
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UINT16 ubAttacker = pSoldier->ubAttackerID;
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UINT16 ubAssister = pSoldier->ubPreviousAttackerID;
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// If attacker is nobody, and we died, then set the last attacker(if exists) as our killer
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if ( ubAttacker == NOBODY )
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{
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