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Import changes from the local SVN working copy
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@@ -581,13 +581,13 @@ void SortSoldierInitList()
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}
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extern FLOAT gAmbushRadiusModifier;
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#pragma optimize("",off)
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BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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{
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UINT8 ubProfile;
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SOLDIERCREATE_STRUCT tempDetailedPlacement;
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SOLDIERTYPE *pSoldier;
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UINT8 ubID;
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UINT16 ubID;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddPlacementToWorld"));
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// First check if this guy has a profile and if so check his location such that it matches!
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@@ -859,7 +859,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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if(is_server) ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"report this MP error (AddPlacementToWorld-FAIL!)");
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return FALSE;
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}
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#pragma optimize("",on)
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void AddPlacementToWorldByProfileID( UINT8 ubProfile )
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{
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SOLDIERINITNODE * curr;
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@@ -1050,7 +1050,7 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
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return ubNumAdded;
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}
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#pragma optimize("",off)
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void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalRobots, UINT8 ubTotalTanks, UINT8 ubTotalJeeps )
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{
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SOLDIERINITNODE *mark;
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@@ -1605,7 +1605,7 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
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curr = curr->next;
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}
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}
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#pragma optimize("",on)
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//If we are adding militia to our map, then we do a few things differently.
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//First of all, they exist exclusively to the enemy troops, so if the militia exists in the
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//sector, then they get to use the enemy placements. However, we remove any orders from
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@@ -2377,8 +2377,8 @@ BOOLEAN SaveSoldierInitListLinks( HWFILE hfile )
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{
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return FALSE;
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}
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FileWrite( hfile, &curr->ubSoldierID, 1, &uiNumBytesWritten );
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if( uiNumBytesWritten != 1 )
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FileWrite( hfile, &curr->ubSoldierID, 2, &uiNumBytesWritten );
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if( uiNumBytesWritten != 2 )
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{
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return FALSE;
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}
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@@ -2391,7 +2391,8 @@ BOOLEAN LoadSoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubSoldierID, ubNodeID;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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@@ -2664,7 +2665,7 @@ void AddProfilesUsingProfileInsertionData()
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if( !pSoldier )
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{ //Create a new soldier, as this one doesn't exist
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SOLDIERCREATE_STRUCT MercCreateStruct;
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UINT8 ubID;
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UINT16 ubID;
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//Set up the create struct so that we can properly create the profile soldier.
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MercCreateStruct.initialize();
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@@ -2802,7 +2803,8 @@ BOOLEAN NewWayOfLoadingEnemySoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubSoldierID, ubNodeID;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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@@ -2816,8 +2818,8 @@ BOOLEAN NewWayOfLoadingEnemySoldierInitListLinks( HWFILE hfile )
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{
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return FALSE;
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}
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FileRead( hfile, &ubSoldierID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSoldierID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -2848,7 +2850,8 @@ BOOLEAN NewWayOfLoadingCivilianInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubSoldierID, ubNodeID;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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@@ -2862,8 +2865,8 @@ BOOLEAN NewWayOfLoadingCivilianInitListLinks( HWFILE hfile )
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{
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return FALSE;
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}
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FileRead( hfile, &ubSoldierID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSoldierID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -2894,7 +2897,8 @@ BOOLEAN LookAtButDontProcessEnemySoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubSoldierID, ubNodeID;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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@@ -2908,8 +2912,8 @@ BOOLEAN LookAtButDontProcessEnemySoldierInitListLinks( HWFILE hfile )
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{
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return FALSE;
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}
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FileRead( hfile, &ubSoldierID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSoldierID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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