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