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Import changes from the local SVN working copy
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+8
-8
@@ -9,7 +9,7 @@
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#include "soldier profile type.h"
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// Defines
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#define NUM_FACE_SLOTS 50
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#define NUM_FACE_SLOTS NUM_PROFILES
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struct audio_gap
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{
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@@ -123,7 +123,7 @@ typedef struct
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UINT32 uiSoundID; // Sound ID if one being played
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UINT8 ubSoldierID; // SoldierID if one specified
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UINT16 ubSoldierID; // SoldierID if one specified
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UINT8 ubCharacterNum; // Profile ID num
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UINT16 usFaceX; // X location to render face
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@@ -200,14 +200,14 @@ extern FACETYPE gFacesData[ NUM_FACE_SLOTS ];
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// FACE HANDLING
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//
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// Faces are done like this: Call
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INT32 InitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags );
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INT32 InitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags );
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// The first parameter is the profile ID and the second is the soldier ID ( which for most cases
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// will be NOBODY if the face is not created from a SOLDIERTYPE )
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// This function allocates a slot in the table for the face, loads it's STI file, sets some
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// values for X,Y locations of eyes from the profile. Does not mkae the face visible or anything like that
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// INternal init face, called if you don;t want to give a profile ID ( send NO_PROFILE ) for ID
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INT32 InternalInitFace( UINT8 usMercProfileID, UINT8 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency );
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INT32 InternalInitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency );
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// Removes the face from the internal table, deletes any memory allocated if any.
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@@ -279,10 +279,10 @@ void HandleTalkingAutoFaces( );
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// Same Functions but taking soldier ID first to get profile ID
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INT32 InitSoldierFace( SOLDIERTYPE *pSoldier );
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void DeleteSoldierFace( SOLDIERTYPE *pSoldier );
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT8 ubSoldierID , UINT16 usFaceX, UINT16 usFaceY );
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void SetAutoFaceInActiveFromSoldier( UINT8 ubSoldierID );
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BOOLEAN RenderAutoFaceFromSoldier( UINT8 ubSoldierID );
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT8 ubSoldierID, INT16 sX, INT16 sY );
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID, UINT16 usFaceX, UINT16 usFaceY );
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void SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID );
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BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID );
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY );
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