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
+21 -22
View File
@@ -809,7 +809,7 @@ public:
INT32 sNoiseGridno;
UINT8 ubNoiseVolume;
INT8 bLastAttackHit;
UINT8 ubXRayedBy;
UINT16 ubXRayedBy;
FLOAT dHeightAdjustment;
INT8 bMorale;
INT8 bTeamMoraleMod;
@@ -829,7 +829,7 @@ public:
INT8 bMoved;
INT8 bHunting;
UINT8 ubLastCall;
UINT8 ubCaller;
UINT16 ubCaller;
INT32 sCallerGridNo;
UINT8 bCallPriority;
INT8 bCallActedUpon;
@@ -1096,8 +1096,7 @@ public:
// properly until it is all fixed and the files updated.
public:
// ID
UINT8 ubID;
UINT8 bReserved1;
UINT16 ubID;
CHAR16 name[ 10 ];
INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
@@ -1128,7 +1127,7 @@ public:
UINT8 ubWaitActionToDo;
INT8 ubInsertionDirection;
INT8 bGunType;
UINT8 ubOppNum;
UINT16 ubOppNum;
INT8 bLastRenderVisibleValue;
UINT8 ubAttackingHand;
INT16 sWeightCarriedAtTurnStart;
@@ -1185,8 +1184,8 @@ public:
UINT32 uiAIDelay;
INT16 sReloadDelay;
UINT8 ubAttackerID;
UINT8 ubPreviousAttackerID;
UINT16 ubAttackerID;
UINT16 ubPreviousAttackerID;
INT32 sInsertionGridNo;
@@ -1255,7 +1254,7 @@ public:
UINT16 *pCurrentShade;
UINT8 ubFadeLevel;
UINT8 ubServiceCount;
UINT8 ubServicePartner;
UINT16 ubServicePartner;
THROW_PARAMS *pThrowParams;
INT8 bReverse;
LEVELNODE *pLevelNode;
@@ -1391,7 +1390,7 @@ public:
UINT8 ubSoldierClass; //admin, elite, troop (creature types?) Nav: 2 seems to mean elite, 3 troop so admin is 1
UINT8 ubAPsLostToSuppression;
UINT8 ubSuppressorID;
UINT16 ubSuppressorID;
//Squad merging vars
UINT8 ubDesiredSquadAssignment;
@@ -1410,7 +1409,7 @@ public:
INT8 bBlockedByAnotherMercDirection;
UINT16 usAttackingWeapon;
INT8 bWeaponMode;
UINT8 ubTargetID;
UINT16 ubTargetID;
INT8 bAIScheduleProgress;
INT32 sOffWorldGridNo;
struct TAG_anitile *pAniTile;
@@ -1431,8 +1430,8 @@ public:
INT8 bOldBattleSnd;
INT32 iBurstSoundID;
INT8 bSlotItemTakenFrom;
UINT8 ubAutoBandagingMedic;
UINT8 ubRobotRemoteHolderID;
UINT16 ubAutoBandagingMedic;
UINT16 ubRobotRemoteHolderID;
UINT32 uiTimeOfLastContractUpdate;
INT8 bTypeOfLastContract;
INT8 bTurnsCollapsed;
@@ -1457,7 +1456,7 @@ public:
INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
INT8 bNumPelletsHitBy;
INT32 sSkillCheckGridNo;
UINT8 ubLastEnemyCycledID;
UINT16 ubLastEnemyCycledID;
UINT8 ubPrevSectorID;
UINT8 ubNumTilesMovesSinceLastForget;
@@ -1468,7 +1467,7 @@ public:
UINT8 ubNumLocateCycles;
UINT8 ubDelayedMovementFlags;
UINT8 ubCTGTTargetID;
UINT16 ubCTGTTargetID;
UINT32 uiMercChecksum;
@@ -1508,7 +1507,7 @@ public:
UINT8 ubLastDamageReason;
INT32 sLastTwoLocations[2];
INT32 uiTimeSinceLastBleedGrunt;
UINT8 ubNextToPreviousAttackerID;
UINT16 ubNextToPreviousAttackerID;
UINT8 bDoAutofire;
INT8 numFlanks;
INT32 lastFlankSpot;
@@ -1539,7 +1538,7 @@ public:
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
//INT8 bUnusedINT8_3;
UINT8 usDragPersonID; // Flugente: id of person we are dragging
UINT16 usDragPersonID; // Flugente: id of person we are dragging
//INT16 bUnusedINT16_4;
INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
@@ -1676,7 +1675,7 @@ public:
void EVENT_SetSoldierDirection( UINT16 usNewDirection );
void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection );
void EVENT_FireSoldierWeapon( INT32 sTargetGridNo );
void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection );
void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection );
@@ -1717,7 +1716,7 @@ public:
void ChangeSoldierStance( UINT8 ubDesiredStance );
void StopSoldier( void );
void ReviveSoldier( void );
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT16 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
// Palette functions for soldiers
@@ -1810,7 +1809,7 @@ public:
BOOLEAN CheckSoldierHitRoof( void );
BOOLEAN CheckForBreathCollapse( void );
BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
BOOLEAN PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate );
BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
BOOLEAN IsValidSecondHandShot( void );
BOOLEAN IsValidSecondHandBurst( void );
@@ -1841,7 +1840,7 @@ public:
void InventoryExplosion( void );
// Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)?
BOOLEAN IsFeedingExternal(UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
BOOLEAN IsFeedingExternal(UINT16 * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT16 * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
// Flugente: return first found object with a specific flag from our inventory
OBJECTTYPE* GetObjectWithFlag( UINT64 aFlag );
@@ -1861,10 +1860,10 @@ public:
BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
// does soldier ubObserverID recognize us as his enemy?
BOOLEAN SeemsLegit( UINT8 ubObserverID );
BOOLEAN SeemsLegit( UINT16 ubObserverID );
// do we recognize someone else as a combatant?
BOOLEAN RecognizeAsCombatant(UINT8 ubTargetID);
BOOLEAN RecognizeAsCombatant(UINT16 ubTargetID);
// loose covert property
void LooseDisguise( void );