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:
+70
-66
@@ -74,16 +74,16 @@ extern void SetSoldierAniSpeed( SOLDIERTYPE *pSoldier );
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// HEADROCK HAM 3.6: Moved to header
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//void MakeBloodcatsHostile( void );
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void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage );
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void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void OurNoise( UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage );
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void TheirNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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void ProcessNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage = NULL );
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UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubNoiseType, UINT8 ubBaseVolume, UINT8 ubTerrType1, UINT8 ubTerrType2);
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void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen);
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void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage = NULL );
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void HearNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen);
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void TellPlayerAboutNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage = NULL );
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void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumNewEnemies );
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void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
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void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
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void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel );
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void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel );
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void DecayWatchedLocs( INT8 bTeam );
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void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT8 * pPersOL, INT8 * pbPublOL );
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@@ -91,7 +91,7 @@ void HandleManNoLongerSeen( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent, INT
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// The_Bob - real time sneaking code 01/06/09
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extern void CancelItemPointer(void);
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extern BOOLEAN NobodyAlerted(void);
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extern void ShowRadioLocator( UINT8 ubID, UINT8 ubLocatorSpeed );
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extern void ShowRadioLocator( UINT16 ubID, UINT8 ubLocatorSpeed );
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//#define TESTOPPLIST
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// for ManSeesMan()
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@@ -120,7 +120,7 @@ BOOLEAN gfMikeShouldSayHi = FALSE;
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BOOLEAN gfMorrisShouldSayHi = FALSE;
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#endif
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UINT8 gubBestToMakeSighting[BEST_SIGHTING_ARRAY_SIZE];
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UINT16 gubBestToMakeSighting[BEST_SIGHTING_ARRAY_SIZE];
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UINT8 gubBestToMakeSightingSize = 0;
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//BOOLEAN gfHumanSawSomeoneInRealtime;
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@@ -128,11 +128,11 @@ BOOLEAN gfDelayResolvingBestSightingDueToDoor = FALSE;
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#define SHOULD_BECOME_HOSTILE_SIZE 32
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UINT8 gubShouldBecomeHostileOrSayQuote[ SHOULD_BECOME_HOSTILE_SIZE ];
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UINT16 gubShouldBecomeHostileOrSayQuote[ SHOULD_BECOME_HOSTILE_SIZE ];
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UINT8 gubNumShouldBecomeHostileOrSayQuote;
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// NB this ID is set for someone opening a door
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UINT8 gubInterruptProvoker = NOBODY;
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UINT16 gubInterruptProvoker = NOBODY;
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INT8 gbPublicOpplist[MAXTEAMS][TOTAL_SOLDIERS];
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INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
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@@ -360,7 +360,7 @@ INT16 AdjustMaxSightRangeForEnvEffects( SOLDIERTYPE *pSoldier, INT8 bLightLevel,
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void SwapBestSightingPositions( INT8 bPos1, INT8 bPos2 )
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{
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UINT8 ubTemp;
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UINT16 ubTemp;
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ubTemp = gubBestToMakeSighting[ bPos1 ];
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gubBestToMakeSighting[ bPos1 ] = gubBestToMakeSighting[ bPos2 ];
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@@ -483,7 +483,7 @@ void HandleBestSightingPositionInRealtime( void )
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// This function is called for handling interrupts when opening a door in non-combat or
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// just sighting in non-combat, deciding who gets the first turn
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UINT8 ubLoop;
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UINT16 ubLoop;
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if ( gfDelayResolvingBestSightingDueToDoor )
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{
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@@ -513,7 +513,7 @@ void HandleBestSightingPositionInRealtime( void )
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CancelItemPointer();
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// select (and center screen on) the merc who saw the enemy
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// HEADROCK HAM 3.6: A much-requested toggle.
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if (gusSelectedSoldier != (UINT16)MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID &&
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if (gusSelectedSoldier != MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID &&
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!gGameExternalOptions.fNoAutoFocusChangeInRealtimeSneak)
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SelectSoldier (MercPtrs[gubBestToMakeSighting[ 0 ]]->ubID, false, true);
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// if not quiet, emit a message warning the player
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@@ -582,7 +582,7 @@ void HandleBestSightingPositionInTurnbased( void )
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{
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// This function is called for handling interrupts when opening a door in turnbased
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UINT8 ubLoop, ubLoop2;
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UINT16 ubLoop, ubLoop2;
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BOOLEAN fOk = FALSE;
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if ( gubBestToMakeSighting[ 0 ] != NOBODY )
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@@ -676,9 +676,9 @@ void InitSightArrays( void )
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}
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}
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void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
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void AddToShouldBecomeHostileOrSayQuoteList( UINT16 ubID )
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{
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UINT8 ubLoop;
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UINT16 ubLoop;
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Assert( gubNumShouldBecomeHostileOrSayQuote < SHOULD_BECOME_HOSTILE_SIZE );
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@@ -700,9 +700,9 @@ void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID )
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gubNumShouldBecomeHostileOrSayQuote++;
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}
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UINT8 SelectSpeakerFromHostileOrSayQuoteList( void )
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UINT16 SelectSpeakerFromHostileOrSayQuoteList( void )
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{
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UINT8 ubProfileList[ SHOULD_BECOME_HOSTILE_SIZE ]; // NB list of merc IDs, not profiles!
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UINT16 ubProfileList[ SHOULD_BECOME_HOSTILE_SIZE ]; // NB list of merc IDs, not profiles!
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UINT8 ubLoop, ubNumProfiles = 0;
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SOLDIERTYPE * pSoldier;
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@@ -749,7 +749,7 @@ void CheckHostileOrSayQuoteList( void )
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}
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else
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{
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UINT8 ubSpeaker, ubLoop;
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UINT16 ubSpeaker, ubLoop;
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SOLDIERTYPE * pSoldier;
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ubSpeaker = SelectSpeakerFromHostileOrSayQuoteList();
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@@ -992,11 +992,11 @@ void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags)
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}
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void OurTeamRadiosRandomlyAbout(UINT8 ubAbout)
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void OurTeamRadiosRandomlyAbout(UINT16 ubAbout)
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{
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INT32 iLoop;
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// WDS - make number of mercenaries, etc. be configurable
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INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
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INT16 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
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SOLDIERTYPE *pSoldier;
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@@ -1025,7 +1025,7 @@ INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
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// if this merc is active, in this sector, and well enough to look
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if (pSoldier->bActive && pSoldier->bInSector && (pSoldier->stats.bLife >= OKLIFE))
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// put him on our list, and increment the counter
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radioMan[radioCnt++] = (INT8)iLoop;
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radioMan[radioCnt++] = (INT16)iLoop;
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}
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@@ -1061,7 +1061,7 @@ INT8 radioCnt = 0,radioMan[CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS];
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INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT8 ubExcludeID, INT8 bIteration )
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INT16 TeamNoLongerSeesMan( UINT8 ubTeam, SOLDIERTYPE *pOpponent, UINT16 ubExcludeID, INT8 bIteration )
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{
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UINT16 bLoop;
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SOLDIERTYPE *pMate;
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@@ -1542,7 +1542,7 @@ void TurnOffEveryonesMuzzleFlashes( void )
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void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam )
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{
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UINT8 ubLoop;
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UINT16 ubLoop;
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SOLDIERTYPE * pSoldier;
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for (ubLoop = gTacticalStatus.Team[ ubTeam ].bFirstID; ubLoop <= gTacticalStatus.Team[ ubTeam ].bLastID; ubLoop++)
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@@ -3062,16 +3062,16 @@ void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
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{
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SOLDIERTYPE *pOpponent;
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UINT8 ubTarget,ubLoop;
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UINT16 ubTarget,ubLoop;
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ubTarget = pSoldier->ubID;
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// clean up the public opponent lists and locations
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for (ubLoop = 0; ubLoop < MAXTEAMS; ubLoop++)
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// never causes any additional looks
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UpdatePublic(ubLoop,ubTarget,NOT_HEARD_OR_SEEN,NOWHERE,0);
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{ // never causes any additional looks
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UpdatePublic(ubLoop, ubTarget, NOT_HEARD_OR_SEEN, NOWHERE, 0);
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}
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/*
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@@ -3142,7 +3142,7 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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{
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INT32 cnt;
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INT8 *pbPublOL;
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@@ -3203,7 +3203,7 @@ void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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{
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/*
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#ifdef RECORDOPPLIST
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@@ -3464,8 +3464,8 @@ void BetweenTurnsVisibilityAdjustments(void)
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void SaySeenQuote( SOLDIERTYPE *pSoldier, BOOLEAN fSeenCreature, BOOLEAN fVirginSector, BOOLEAN fSeenJoey )
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{
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SOLDIERTYPE *pTeamSoldier;
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UINT8 ubNumEnemies = 0;
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UINT8 ubNumAllies = 0;
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UINT16 ubNumEnemies = 0;
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UINT16 ubNumAllies = 0;
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UINT32 cnt;
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#ifdef JA2UB
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//Ja25 No meanwhiles
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@@ -3683,12 +3683,12 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
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}
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo )
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo )
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{
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SOLDIERTYPE *pOpponent;
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INT32 iLoop;
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UINT8 start,end,revealedEnemies = 0,unknownEnemies = 0,stillUnseen=TRUE;
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UINT8 scrollToGuynum = NOBODY,sightedHatedOpponent = FALSE;
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UINT16 start,end,revealedEnemies = 0,unknownEnemies = 0,stillUnseen=TRUE;
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UINT16 scrollToGuynum = NOBODY,sightedHatedOpponent = FALSE;
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//UINT8 oppIsCivilian;
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INT8 *pPersOL,*pbPublOL; //,dayQuote;
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BOOLEAN fContactSeen;
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@@ -5596,7 +5596,7 @@ UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier )
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return( ubDoorNoise );
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}
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void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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void MakeNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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{
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EV_S_NOISE SNoise;
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@@ -5693,7 +5693,7 @@ void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
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}
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void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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void OurNoise( UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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{
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#ifdef BYPASSNOISE
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return;
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@@ -5724,7 +5724,8 @@ void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
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void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume,
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void TheirNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType,
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UINT8 ubVolume,
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UINT8 ubNoiseType, STR16 zNoiseMessage )
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{
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// SOLDIERTYPE *pSoldier;
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@@ -5784,15 +5785,18 @@ void TheirNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType
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// else if noiseMaker's NOBODY, no opplist changes or interrupts are possible
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}
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void ProcessNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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void ProcessNoise(UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubBaseVolume, UINT8 ubNoiseType, STR16 zNoiseMessage )
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{
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SOLDIERTYPE *pSoldier;
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UINT8 bLoop, bTeam;
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UINT16 bLoop;
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UINT8 bTeam;
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UINT8 ubLoudestEffVolume, ubEffVolume;
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// UINT8 ubPlayVolume;
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UINT8 ubSourceTerrType, ubSource;
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UINT8 ubSourceTerrType;
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UINT16 ubSource;
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INT8 bTellPlayer = FALSE, bHeard, bSeen;
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UINT8 ubHeardLoudestBy = NOBODY, ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
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UINT16 ubHeardLoudestBy = NOBODY;
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UINT8 ubNoiseDir = 0xff, ubLoudestNoiseDir = 0xff;
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#ifdef RECORDOPPLIST
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@@ -6425,8 +6429,8 @@ UINT8 CalcEffVolume(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT8 ubN
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void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume,
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UINT8 ubNoiseType, UINT8 *ubSeen)
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void HearNoise(SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel,
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UINT8 ubVolume, UINT8 ubNoiseType, UINT8 *ubSeen)
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{
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INT16 sNoiseX, sNoiseY;
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INT8 bHadToTurn = FALSE, bSourceSeen = FALSE;
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@@ -6781,7 +6785,7 @@ void HearNoise(SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bL
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plan_lib->update_plan(pSoldier->bAIIndex, pSoldier, ai_input);
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}
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void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage )
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void TellPlayerAboutNoise( SOLDIERTYPE *pSoldier, UINT16 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubVolume, UINT8 ubNoiseType, UINT8 ubNoiseDir, STR16 zNoiseMessage )
|
||||
{
|
||||
UINT8 ubVolumeIndex;
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@@ -7509,10 +7513,10 @@ void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT
|
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|
||||
void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
|
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{
|
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UINT8 ubID;
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SOLDIERTYPE * pSoldier;
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INT8 bDir;
|
||||
INT16 sDistAway, sDistVisible;
|
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UINT16 ubID;
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SOLDIERTYPE * pSoldier;
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INT8 bDir;
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INT16 sDistAway, sDistVisible;
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for ( ubID = gTacticalStatus.Team[ pDyingSoldier->bTeam ].bFirstID; ubID <= gTacticalStatus.Team[ pDyingSoldier->bTeam ].bLastID; ubID++ )
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{
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@@ -7547,8 +7551,8 @@ void CheckForAlertWhenEnemyDies( SOLDIERTYPE * pDyingSoldier )
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BOOLEAN ArmyKnowsOfPlayersPresence( void )
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||||
{
|
||||
UINT8 ubID;
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||||
SOLDIERTYPE * pSoldier;
|
||||
UINT16 ubID;
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||||
SOLDIERTYPE * pSoldier;
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||||
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||||
// if anyone is still left...
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||||
if (gTacticalStatus.Team[ ENEMY_TEAM ].bTeamActive && gTacticalStatus.Team[ ENEMY_TEAM ].bMenInSector > 0 )
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||||
@@ -7568,7 +7572,7 @@ BOOLEAN ArmyKnowsOfPlayersPresence( void )
|
||||
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||||
BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
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||||
{
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
|
||||
if (pSoldier->aiData.bOppCnt > 0)
|
||||
{
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||||
@@ -7584,7 +7588,7 @@ BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier )
|
||||
}
|
||||
|
||||
|
||||
INT8 FindUnusedWatchedLoc( UINT8 ubID )
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||||
INT8 FindUnusedWatchedLoc( UINT16 ubID )
|
||||
{
|
||||
INT8 bLoop;
|
||||
|
||||
@@ -7601,7 +7605,7 @@ INT8 FindUnusedWatchedLoc( UINT8 ubID )
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||||
return( -1 );
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||||
}
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||||
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||||
INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit )
|
||||
INT8 FindWatchedLocWithLessThanXPointsLeft( UINT16 ubID, UINT8 ubPointLimit )
|
||||
{
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||||
INT8 bLoop;
|
||||
|
||||
@@ -7615,7 +7619,7 @@ INT8 FindWatchedLocWithLessThanXPointsLeft( UINT8 ubID, UINT8 ubPointLimit )
|
||||
return( -1 );
|
||||
}
|
||||
|
||||
INT8 FindWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
INT8 FindWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
INT8 bLoop;
|
||||
|
||||
@@ -7632,7 +7636,7 @@ INT8 FindWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
return( -1 );
|
||||
}
|
||||
|
||||
INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
INT8 GetWatchedLocPoints( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
INT8 bLoc;
|
||||
|
||||
@@ -7657,7 +7661,7 @@ INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
}
|
||||
|
||||
|
||||
INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
|
||||
INT8 GetHighestVisibleWatchedLoc( UINT16 ubID )
|
||||
{
|
||||
INT8 bLoop;
|
||||
INT8 bHighestLoc = -1;
|
||||
@@ -7678,7 +7682,7 @@ INT8 GetHighestVisibleWatchedLoc( UINT8 ubID )
|
||||
return( bHighestLoc );
|
||||
}
|
||||
|
||||
INT8 GetHighestWatchedLocPoints( UINT8 ubID )
|
||||
INT8 GetHighestWatchedLocPoints( UINT16 ubID )
|
||||
{
|
||||
INT8 bLoop;
|
||||
INT8 bHighestPoints = 0;
|
||||
@@ -7694,10 +7698,10 @@ INT8 GetHighestWatchedLocPoints( UINT8 ubID )
|
||||
}
|
||||
|
||||
|
||||
void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
|
||||
void CommunicateWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoints )
|
||||
{
|
||||
UINT8 ubLoop;
|
||||
INT8 bTeam, bLoopPoint, bPoint;
|
||||
UINT16 ubLoop;
|
||||
INT8 bTeam, bLoopPoint, bPoint;
|
||||
|
||||
bTeam = MercPtrs[ ubID ]->bTeam;
|
||||
|
||||
@@ -7739,7 +7743,7 @@ void CommunicateWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoin
|
||||
}
|
||||
|
||||
|
||||
void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
INT8 bPoint;
|
||||
|
||||
@@ -7778,7 +7782,7 @@ void IncrementWatchedLoc( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
}
|
||||
}
|
||||
|
||||
void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
void SetWatchedLocAsUsed( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
{
|
||||
INT8 bPoint;
|
||||
|
||||
@@ -7792,7 +7796,7 @@ void SetWatchedLocAsUsed( UINT8 ubID, INT32 sGridNo, INT8 bLevel )
|
||||
BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
|
||||
{
|
||||
// look to see if there is anyone near the watched loc who is not on this team
|
||||
UINT8 ubID;
|
||||
UINT16 ubID;
|
||||
INT32 sTempGridNo;
|
||||
INT16 sX, sY;
|
||||
|
||||
@@ -7817,7 +7821,7 @@ BOOLEAN WatchedLocLocationIsEmpty( INT32 sGridNo, INT8 bLevel, INT8 bTeam )
|
||||
|
||||
void DecayWatchedLocs( INT8 bTeam )
|
||||
{
|
||||
UINT8 cnt, cnt2;
|
||||
UINT16 cnt, cnt2;
|
||||
|
||||
// loop through all soldiers
|
||||
for ( cnt = gTacticalStatus.Team[ bTeam ].bFirstID; cnt <= gTacticalStatus.Team[ bTeam ].bLastID; cnt++ )
|
||||
|
||||
Reference in New Issue
Block a user