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
+11 -11
View File
@@ -138,7 +138,7 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
// FUNCTIONS FOR CURSOR DETERMINATION!
UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
{
SOLDIERTYPE *pSoldier;
UINT32 uiCursorFlags;
@@ -222,7 +222,7 @@ UINT8 GetProperItemCursor( UINT8 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos
if ( fRecalc && gfUIFullTargetFound )
{
// ATE: Check for ammo
if ( IsValidTargetMerc( (UINT8)gusUIFullTargetID ) && EnoughAmmo( pSoldier, FALSE, HANDPOS ) &&
if ( IsValidTargetMerc( gusUIFullTargetID ) && EnoughAmmo( pSoldier, FALSE, HANDPOS ) &&
(!pSoldier->IsValidSecondHandShotForReloadingPurposes( ) || EnoughAmmo( pSoldier, FALSE, SECONDHANDPOS) ) )
{
// IF it's an ememy, goto confirm action mode
@@ -393,7 +393,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
// Determine where we are shooting / aiming
//if ( fRecalc )
{
DetermineCursorBodyLocation( (UINT8)gusSelectedSoldier, TRUE, TRUE );
DetermineCursorBodyLocation( gusSelectedSoldier, TRUE, TRUE );
}
UINT8 ubMaxBullets = 1;
INT8 bMaxAim;
@@ -1238,7 +1238,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
if (( ( gTacticalStatus.uiFlags & REALTIME ) || !( gTacticalStatus.uiFlags & INCOMBAT ) ) )
{
//DetermineCursorBodyLocation( (UINT8)gusSelectedSoldier, FALSE, fRecalc );
DetermineCursorBodyLocation( (UINT8)gusSelectedSoldier, fShowAPs, fRecalc );
DetermineCursorBodyLocation( gusSelectedSoldier, fShowAPs, fRecalc );
if ( pSoldier->flags.fReloading || pSoldier->flags.fPauseAim )
{
@@ -1273,7 +1273,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
if ( gTacticalStatus.uiFlags & TURNBASED && (gTacticalStatus.uiFlags & INCOMBAT ) )
{
DetermineCursorBodyLocation( (UINT8)gusSelectedSoldier, fShowAPs, fRecalc );
DetermineCursorBodyLocation( gusSelectedSoldier, fShowAPs, fRecalc );
gsCurrentActionPoints = CalcTotalAPsToAttack( pSoldier, usMapPos, TRUE, (INT8)(pSoldier->aiData.bShownAimTime ) );
@@ -1387,7 +1387,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
}
void DetermineCursorBodyLocation( UINT8 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
{
INT32 usMapPos;
SOLDIERTYPE *pTargetSoldier = NULL, *pSoldier;
@@ -2230,7 +2230,7 @@ UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActiv
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
{
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
@@ -2265,7 +2265,7 @@ UINT8 HandleSplintCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
}
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if ( usSoldierIndex != NOBODY )
{
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->CanReceiveSplint() )
@@ -2351,7 +2351,7 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, HANDCUFFS ) )
{
// is there a person here?
UINT8 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
if (usSoldierIndex != NOBODY && MercPtrs[usSoldierIndex] && MercPtrs[usSoldierIndex]->bVisible >= 0 && MercPtrs[usSoldierIndex]->CanBeCaptured())
{
return( HANDCUFF_GREY_UICURSOR );
@@ -2373,7 +2373,7 @@ UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
{
// is there a person here?
UINT8 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
UINT16 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
{
return(APPLYITEM_GREY_UICURSOR);
@@ -2989,7 +2989,7 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
if ( GetMouseMapPos( &usMapPos ) )
{
// is there a person here?
UINT8 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
{
ubCursor = APPLYITEMCURS;