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https://github.com/1dot13/source.git
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Import changes from the local SVN working copy
This commit is contained in:
+21
-22
@@ -809,7 +809,7 @@ public:
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INT32 sNoiseGridno;
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UINT8 ubNoiseVolume;
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INT8 bLastAttackHit;
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UINT8 ubXRayedBy;
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UINT16 ubXRayedBy;
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FLOAT dHeightAdjustment;
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INT8 bMorale;
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INT8 bTeamMoraleMod;
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@@ -829,7 +829,7 @@ public:
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INT8 bMoved;
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INT8 bHunting;
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UINT8 ubLastCall;
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UINT8 ubCaller;
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UINT16 ubCaller;
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INT32 sCallerGridNo;
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UINT8 bCallPriority;
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INT8 bCallActedUpon;
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@@ -1096,8 +1096,7 @@ public:
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// properly until it is all fixed and the files updated.
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public:
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// ID
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UINT8 ubID;
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UINT8 bReserved1;
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UINT16 ubID;
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CHAR16 name[ 10 ];
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INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
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@@ -1128,7 +1127,7 @@ public:
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UINT8 ubWaitActionToDo;
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INT8 ubInsertionDirection;
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INT8 bGunType;
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UINT8 ubOppNum;
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UINT16 ubOppNum;
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INT8 bLastRenderVisibleValue;
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UINT8 ubAttackingHand;
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INT16 sWeightCarriedAtTurnStart;
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@@ -1185,8 +1184,8 @@ public:
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UINT32 uiAIDelay;
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INT16 sReloadDelay;
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UINT8 ubAttackerID;
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UINT8 ubPreviousAttackerID;
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UINT16 ubAttackerID;
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UINT16 ubPreviousAttackerID;
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INT32 sInsertionGridNo;
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@@ -1255,7 +1254,7 @@ public:
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UINT16 *pCurrentShade;
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UINT8 ubFadeLevel;
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UINT8 ubServiceCount;
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UINT8 ubServicePartner;
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UINT16 ubServicePartner;
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THROW_PARAMS *pThrowParams;
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INT8 bReverse;
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LEVELNODE *pLevelNode;
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@@ -1391,7 +1390,7 @@ public:
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UINT8 ubSoldierClass; //admin, elite, troop (creature types?) Nav: 2 seems to mean elite, 3 troop so admin is 1
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UINT8 ubAPsLostToSuppression;
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UINT8 ubSuppressorID;
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UINT16 ubSuppressorID;
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//Squad merging vars
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UINT8 ubDesiredSquadAssignment;
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@@ -1410,7 +1409,7 @@ public:
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INT8 bBlockedByAnotherMercDirection;
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UINT16 usAttackingWeapon;
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INT8 bWeaponMode;
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UINT8 ubTargetID;
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UINT16 ubTargetID;
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INT8 bAIScheduleProgress;
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INT32 sOffWorldGridNo;
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struct TAG_anitile *pAniTile;
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@@ -1431,8 +1430,8 @@ public:
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INT8 bOldBattleSnd;
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INT32 iBurstSoundID;
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INT8 bSlotItemTakenFrom;
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UINT8 ubAutoBandagingMedic;
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UINT8 ubRobotRemoteHolderID;
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UINT16 ubAutoBandagingMedic;
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UINT16 ubRobotRemoteHolderID;
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UINT32 uiTimeOfLastContractUpdate;
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INT8 bTypeOfLastContract;
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INT8 bTurnsCollapsed;
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@@ -1457,7 +1456,7 @@ public:
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INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
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INT8 bNumPelletsHitBy;
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INT32 sSkillCheckGridNo;
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UINT8 ubLastEnemyCycledID;
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UINT16 ubLastEnemyCycledID;
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UINT8 ubPrevSectorID;
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UINT8 ubNumTilesMovesSinceLastForget;
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@@ -1468,7 +1467,7 @@ public:
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UINT8 ubNumLocateCycles;
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UINT8 ubDelayedMovementFlags;
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UINT8 ubCTGTTargetID;
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UINT16 ubCTGTTargetID;
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UINT32 uiMercChecksum;
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@@ -1508,7 +1507,7 @@ public:
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UINT8 ubLastDamageReason;
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INT32 sLastTwoLocations[2];
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INT32 uiTimeSinceLastBleedGrunt;
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UINT8 ubNextToPreviousAttackerID;
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UINT16 ubNextToPreviousAttackerID;
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UINT8 bDoAutofire;
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INT8 numFlanks;
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INT32 lastFlankSpot;
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@@ -1539,7 +1538,7 @@ public:
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UINT8 ubMilitiaAssists; // Flugente: stores militia assists
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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)
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//INT8 bUnusedINT8_3;
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UINT8 usDragPersonID; // Flugente: id of person we are dragging
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UINT16 usDragPersonID; // Flugente: id of person we are dragging
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//INT16 bUnusedINT16_4;
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INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
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@@ -1676,7 +1675,7 @@ public:
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void EVENT_SetSoldierDirection( UINT16 usNewDirection );
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void EVENT_SetSoldierDesiredDirection( UINT16 usNewDirection );
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void EVENT_FireSoldierWeapon( INT32 sTargetGridNo );
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void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection , UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
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void EVENT_SoldierGotHit( UINT16 usWeaponIndex, INT16 ubDamage, INT16 sBreathLoss, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation, INT16 sSubsequent, INT32 sLocationGridNo );
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void EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginPunchAttack( INT32 sGridNo, UINT8 ubDirection );
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void EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection );
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@@ -1717,7 +1716,7 @@ public:
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void ChangeSoldierStance( UINT8 ubDesiredStance );
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void StopSoldier( void );
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void ReviveSoldier( void );
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UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT8 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
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UINT8 SoldierTakeDamage( INT8 bHeight, INT16 sLifeDeduct, INT16 sBreathDeduct, UINT8 ubReason, UINT16 ubAttacker, INT32 sSourceGrid, INT16 sSubsequent, BOOLEAN fShowDamage );
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// Palette functions for soldiers
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@@ -1810,7 +1809,7 @@ public:
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BOOLEAN CheckSoldierHitRoof( void );
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BOOLEAN CheckForBreathCollapse( void );
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BOOLEAN PlayerSoldierStartTalking( UINT8 ubTargetID, BOOLEAN fValidate );
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BOOLEAN PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate );
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BOOLEAN InternalIsValidStance( INT8 bDirection, INT8 bNewStance );
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BOOLEAN IsValidSecondHandShot( void );
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BOOLEAN IsValidSecondHandBurst( void );
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@@ -1841,7 +1840,7 @@ public:
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void InventoryExplosion( void );
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// Flugente: do we currently provide ammo (pAmmoSlot) for someone else's (pubId) gun (pGunSlot)?
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BOOLEAN IsFeedingExternal(UINT8* pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT8* pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
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BOOLEAN IsFeedingExternal(UINT16 * pubId1, UINT16* pGunSlot1, UINT16* pAmmoSlot1, UINT16 * pubId2, UINT16* pGunSlot2, UINT16* pAmmoSlot2);
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// Flugente: return first found object with a specific flag from our inventory
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OBJECTTYPE* GetObjectWithFlag( UINT64 aFlag );
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@@ -1861,10 +1860,10 @@ public:
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BOOLEAN EquipmentTooGood( BOOLEAN fCloselook );
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// does soldier ubObserverID recognize us as his enemy?
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BOOLEAN SeemsLegit( UINT8 ubObserverID );
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BOOLEAN SeemsLegit( UINT16 ubObserverID );
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// do we recognize someone else as a combatant?
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BOOLEAN RecognizeAsCombatant(UINT8 ubTargetID);
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BOOLEAN RecognizeAsCombatant(UINT16 ubTargetID);
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// loose covert property
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void LooseDisguise( void );
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