mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Import changes from the local SVN working copy
This commit is contained in:
+106
-67
@@ -295,7 +295,7 @@ void ItemCreationCallBack( UINT8 ubResult );
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void CheatCreateItem();
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// silversurfer: added for merc portrait swapping in tactical
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void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection );
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extern INT8 GetTeamSlotFromPlayerID( UINT8 ubID );
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extern INT8 GetTeamSlotFromPlayerID( UINT16 ubID );
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extern FACETYPE *gpCurrentTalkingFace;
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// Flugente: toggle display of enemy role indicators
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@@ -1263,7 +1263,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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if ( MercPtrs[ gusUIFullTargetID ]->bTeam != ENEMY_TEAM )
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{
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uiMoveTargetSoldierId = gusUIFullTargetID;
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if ( IsValidTalkableNPC( (UINT8)gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && !ValidQuickExchangePosition( ) )
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if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && !ValidQuickExchangePosition( ) )
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{
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*puiNewEvent = T_CHANGE_TO_TALKING;
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return;
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@@ -1286,7 +1286,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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if ( gfUIFullTargetFound )
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//if ( gfUIFullTargetFound )
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{
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if ( IsValidTargetMerc( (UINT8)gusUIFullTargetID ) )
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if ( IsValidTargetMerc( gusUIFullTargetID ) )
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{
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guiUITargetSoldierId = gusUIFullTargetID;
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@@ -2444,7 +2444,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( gusSelectedSoldier != NOBODY )
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{ //Select next merc
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UINT8 bID;
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UINT16 bID;
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bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
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@@ -4159,7 +4159,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// swap sungoggles and nightgoggles / put on gas masks
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case 'N':
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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UINT16 bLoop;
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// emergency command: everybody in this sector puts on gasmasks
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if ( fAlt )
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@@ -5443,7 +5443,7 @@ void SetScopeMode( INT32 usMapPos )
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ManLooksForOtherTeams( MercPtrs[ gusSelectedSoldier ] );
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}
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}
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#pragma optimize("", off)
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void ObliterateSector()
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{
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INT32 cnt;
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@@ -5455,8 +5455,8 @@ void ObliterateSector()
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Obliterating Sector!" );
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#endif
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for ( pTSoldier = MercPtrs[ cnt ]; cnt < MAX_NUM_SOLDIERS; pTSoldier++, cnt++ )
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const INT32 end = MAX_NUM_SOLDIERS;
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for ( pTSoldier = MercPtrs[ cnt ]; cnt < end; pTSoldier++, cnt++ )
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{
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if ( pTSoldier->bActive && !pTSoldier->aiData.bNeutral && (pTSoldier->bSide != gbPlayerNum ) )
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{
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@@ -5473,10 +5473,11 @@ void ObliterateSector()
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// CreateAnimationTile( &AniParams );
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//PlayJA2Sample( EXPLOSION_1, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
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pTSoldier->EVENT_SoldierGotHit( 1, 400, 0, pTSoldier->ubDirection, 320, NOBODY , FIRE_WEAPON_NO_SPECIAL, pTSoldier->bAimShotLocation, 0, NOWHERE );
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pTSoldier->EVENT_SoldierGotHit( 1, 400, 0, pTSoldier->ubDirection, 320, NOBODY, FIRE_WEAPON_NO_SPECIAL, pTSoldier->bAimShotLocation, 0, NOWHERE );
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}
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}
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}
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#pragma optimize("", on)
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void RandomizeMercProfile()
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{
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@@ -5501,8 +5502,6 @@ void CreateNextCivType()
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// Get Grid Corrdinates of mouse
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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@@ -5521,7 +5520,8 @@ void CreateNextCivType()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
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UINT16 iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5557,8 +5557,6 @@ void CreateCow()
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// Get Grid Corrdinates of mouse
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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@@ -5569,7 +5567,8 @@ void CreateCow()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
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UINT16 iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5587,8 +5586,6 @@ void CreateBloodCat()
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// Get Grid Corrdinates of mouse
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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@@ -5599,7 +5596,8 @@ void CreateBloodCat()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
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UINT16 iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5617,8 +5615,6 @@ void CreatePlayerControlledCow()
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// Get Grid Corrdinates of mouse
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = 12;
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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@@ -5630,7 +5626,8 @@ void CreatePlayerControlledCow()
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
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UINT16 iNewIndex;
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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@@ -5694,7 +5691,7 @@ void CreatePlayerControlledMonster()
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if ( GetMouseMapPos( &usMapPos ) )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT8 iNewIndex;
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UINT16 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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MercCreateStruct.sSectorX = gWorldSectorX;
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@@ -5711,7 +5708,7 @@ void CreatePlayerControlledMonster()
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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if ( TacticalCreateSoldier( &MercCreateStruct, (UINT8 *)&iNewIndex ) )
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if ( TacticalCreateSoldier( &MercCreateStruct, &iNewIndex ) )
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{
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AddSoldierToSector( iNewIndex );
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}
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@@ -6309,7 +6306,7 @@ void ChangeCurrentSquad( INT32 iSquad )
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void HandleSelectMercSlot( UINT8 ubPanelSlot, INT8 bCode )
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{
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UINT8 ubID;
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UINT16 ubID;
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if ( GetPlayerIDFromInterfaceTeamSlot( ubPanelSlot, &ubID ) )
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{
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@@ -6363,7 +6360,7 @@ void TestMeanWhile( INT32 iID )
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void EscapeUILock( )
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{
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//UNLOCK UI
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UnSetUIBusy( (UINT8)gusSelectedSoldier );
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UnSetUIBusy( gusSelectedSoldier );
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// Decrease global busy counter...
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gTacticalStatus.ubAttackBusyCount = 0;
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@@ -6455,7 +6452,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
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{
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if( gusSelectedSoldier != NOBODY )
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{
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pSoldier = MercPtrs[ (UINT8)gusSelectedSoldier ];
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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// silversurfer: If we decide to stand up or press "s" again while we are standing we should reset movement to walk mode.
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// If we want to run we have to press "r" which is handled elsewhere.
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if ( ubAnimHeight == ANIM_STAND )
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@@ -7321,8 +7318,8 @@ void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection )
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if ( gpCurrentTalkingFace != NULL )
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return;
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UINT8 ubSourceMerc = (UINT8)gusSelectedSoldier;
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UINT8 ubTargetMerc;
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UINT16 ubSourceMerc = gusSelectedSoldier;
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UINT16 ubTargetMerc;
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INT32 iSourceFace;
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INT32 iTargetFace;
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UINT8 ubGroupID = pSoldier->ubGroupID;
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@@ -7553,7 +7550,7 @@ void HandleAltMouseTBX2Button(UINT32 *puiNewEvent)
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// sevenfm: these functions keep original mouse code functionality
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void HandleMouseTBWheel( void )
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{
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UINT8 bID;
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UINT16 bID;
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ NEXTMERC_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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@@ -7787,41 +7784,41 @@ void HandleTBJumpThroughWindow( void ){
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}
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void HandleTBToggleStealthAll( void )
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{
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// Toggle squad's stealth mode.....
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// For each guy on squad...
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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BOOLEAN fStealthOn = FALSE;
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// Toggle squad's stealth mode.....
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// For each guy on squad...
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SOLDIERTYPE *pTeamSoldier;
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UINT16 bLoop;
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BOOLEAN fStealthOn = FALSE;
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// Check if at least one guy is on stealth....
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) )
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{
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if ( pTeamSoldier->bStealthMode )
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fStealthOn = TRUE;
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}
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}
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// Check if at least one guy is on stealth....
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) )
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{
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if ( pTeamSoldier->bStealthMode )
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fStealthOn = TRUE;
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}
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}
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fStealthOn = !fStealthOn;
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fStealthOn = !fStealthOn;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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if ( gpSMCurrentMerc != NULL && bLoop == gpSMCurrentMerc->ubID )
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gfUIStanceDifferent = TRUE;
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pTeamSoldier->bStealthMode = fStealthOn;
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}
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}
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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if ( gpSMCurrentMerc != NULL && bLoop == gpSMCurrentMerc->ubID )
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gfUIStanceDifferent = TRUE;
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pTeamSoldier->bStealthMode = fStealthOn;
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}
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}
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fInterfacePanelDirty = DIRTYLEVEL2;
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fInterfacePanelDirty = DIRTYLEVEL2;
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// OK, display message
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if ( fStealthOn )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ON_STEALTHMODE ] );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_OFF_STEALTHMODE ] );
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// OK, display message
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if ( fStealthOn )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_ON_STEALTHMODE ] );
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else
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_SQUAD_OFF_STEALTHMODE ] );
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}
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void HandleTBToggleFireMode( void )
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{
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@@ -7956,7 +7953,7 @@ void HandleTBSwapSidearm( void )
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void HandleTBSwapGoogles( void )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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UINT16 bLoop;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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@@ -8056,7 +8053,7 @@ void HandleTBReloadAll( void )
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if (! ( gTacticalStatus.fEnemyInSector ) )
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{
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SOLDIERTYPE *pTeamSoldier;
|
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UINT8 bLoop;
|
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UINT16 bLoop;
|
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UINT16 bullets;
|
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OBJECTTYPE *pGun, *pAmmo, *pAmmoMags;
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@@ -8259,7 +8256,7 @@ void HandleTBReloadAll( void )
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else
|
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{
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SOLDIERTYPE *pTeamSoldier;
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UINT8 bLoop;
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UINT16 bLoop;
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OBJECTTYPE *pGun, *pAmmo;
|
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ++bLoop, pTeamSoldier++)
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@@ -8359,7 +8356,7 @@ void HandleTBGotoLowerStance( void )
|
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}
|
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void HandleTBLocateNextMerc( void )
|
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{
|
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UINT8 bID;
|
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UINT16 bID;
|
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if ( gusSelectedSoldier != NOBODY )
|
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{ //Select next merc
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bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
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@@ -8370,7 +8367,7 @@ void HandleTBLocateNextMerc( void )
|
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}
|
||||
void HandleTBLocatePrevMerc( void )
|
||||
{
|
||||
UINT8 bID;
|
||||
UINT16 bID;
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
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bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
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@@ -8419,7 +8416,7 @@ void HandleTBDropBackpacks( void )
|
||||
{
|
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//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
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SOLDIERTYPE *pTeamSoldier;
|
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UINT8 ubLoop;
|
||||
UINT16 ubLoop;
|
||||
|
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INT16 sAPCost = APBPConstants[AP_BACK_PACK];
|
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INT32 iBPCost = APBPConstants[BP_BACK_PACK];
|
||||
@@ -8457,7 +8454,7 @@ void HandleTBPickUpBackpacks( void )
|
||||
{
|
||||
//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
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SOLDIERTYPE *pTeamSoldier;
|
||||
UINT8 ubLoop;
|
||||
UINT16 ubLoop;
|
||||
|
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INT16 sAPCost = APBPConstants[AP_BACK_PACK];
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INT32 iBPCost = APBPConstants[BP_BACK_PACK];
|
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@@ -8504,7 +8501,7 @@ void HandleTBSoldierRun( void )
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&& pSoldier->usUIMovementMode != WALKING_DUAL_RDY
|
||||
&& pSoldier->usUIMovementMode != WALKING_ALTERNATIVE_RDY )
|
||||
{
|
||||
UIHandleSoldierStanceChange( (UINT8)pSoldier->ubID, ANIM_STAND );
|
||||
UIHandleSoldierStanceChange( pSoldier->ubID, ANIM_STAND );
|
||||
pSoldier->flags.fUIMovementFast = 1;
|
||||
}
|
||||
else
|
||||
@@ -9674,3 +9671,45 @@ BOOLEAN CheckAutoBandage(void)
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void HandleTBPickUpBackpacks(BOOLEAN fAll)
|
||||
{
|
||||
if (UsingNewInventorySystem() && (fAll || gusSelectedSoldier != NOBODY))
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = NULL;
|
||||
SOLDIERTYPE* pTeamSoldier;
|
||||
UINT16 ubLoop;
|
||||
|
||||
if (gusSelectedSoldier != NOBODY)
|
||||
{
|
||||
pSoldier = MercPtrs[gusSelectedSoldier];
|
||||
}
|
||||
|
||||
INT16 sAPCost = APBPConstants[AP_BACK_PACK];
|
||||
INT32 iBPCost = APBPConstants[BP_BACK_PACK];
|
||||
|
||||
for (ubLoop = gTacticalStatus.Team[gbPlayerNum].bFirstID; ubLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; ubLoop++)
|
||||
{
|
||||
pTeamSoldier = MercPtrs[ubLoop];
|
||||
|
||||
if (pTeamSoldier &&
|
||||
OK_CONTROLLABLE_MERC(pTeamSoldier) &&
|
||||
OK_INTERRUPT_MERC(pTeamSoldier) &&
|
||||
!AM_A_ROBOT(pTeamSoldier) &&
|
||||
//!pTeamSoldier->IsBoxer() &&
|
||||
EnoughPoints(pTeamSoldier, sAPCost, iBPCost, FALSE) &&
|
||||
(fAll || pTeamSoldier->bAssignment == pSoldier->bAssignment) &&
|
||||
!pTeamSoldier->inv[BPACKPOCKPOS].exists() &&
|
||||
pTeamSoldier->flags.DropPackFlag)
|
||||
{
|
||||
if (ChangeDropPackStatus(pTeamSoldier, FALSE))
|
||||
{
|
||||
ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[11], pTeamSoldier->GetName());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fCharacterInfoPanelDirty = TRUE;
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user