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Import changes from the local SVN working copy
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+16
-16
@@ -28,11 +28,11 @@
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AILIST gAIList[ AI_LIST_SIZE ];
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AILIST * gpFirstAIListEntry = NULL;
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BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount, BOOLEAN fDoRandomChecks );
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BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT16 * pubDoneCount, BOOLEAN fDoRandomChecks );
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void ClearAIList( void )
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{
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UINT8 ubLoop;
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UINT16 ubLoop;
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for ( ubLoop = 0; ubLoop < AI_LIST_SIZE; ubLoop++ )
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{
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@@ -50,9 +50,9 @@ void DeleteAIListEntry( AILIST * pEntry )
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pEntry->pNext = NULL;
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}
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UINT8 FindEmptyAIListEntry( void )
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UINT16 FindEmptyAIListEntry( void )
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{
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UINT8 ubLoop;
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UINT16 ubLoop;
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for ( ubLoop = 0; ubLoop < AI_LIST_SIZE; ubLoop++ )
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{
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@@ -65,7 +65,7 @@ UINT8 FindEmptyAIListEntry( void )
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return( AI_LIST_SIZE );
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}
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AILIST * CreateNewAIListEntry( UINT8 ubNewEntry, UINT8 ubID, INT8 bPriority )
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AILIST * CreateNewAIListEntry( UINT16 ubNewEntry, UINT16 ubID, INT8 bPriority )
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{
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gAIList[ ubNewEntry ].ubID = ubID;
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gAIList[ ubNewEntry ].bPriority = bPriority;
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@@ -73,10 +73,10 @@ AILIST * CreateNewAIListEntry( UINT8 ubNewEntry, UINT8 ubID, INT8 bPriority )
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return( &(gAIList[ ubNewEntry ]) );
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}
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UINT8 RemoveFirstAIListEntry( void )
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UINT16 RemoveFirstAIListEntry( void )
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{
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AILIST * pOldFirstEntry;
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UINT8 ubID;
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AILIST *pOldFirstEntry;
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UINT16 ubID;
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while ( gpFirstAIListEntry != NULL)
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{
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@@ -98,7 +98,7 @@ UINT8 RemoveFirstAIListEntry( void )
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return( NOBODY );
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}
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void RemoveAIListEntryForID( UINT8 ubID )
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void RemoveAIListEntryForID( UINT16 ubID )
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{
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AILIST * pEntry;
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AILIST * pPrevEntry;
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@@ -127,9 +127,9 @@ void RemoveAIListEntryForID( UINT8 ubID )
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// none found, that's okay
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}
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BOOLEAN InsertIntoAIList( UINT8 ubID, INT8 bPriority )
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BOOLEAN InsertIntoAIList( UINT16 ubID, INT8 bPriority )
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{
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UINT8 ubNewEntry;
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UINT16 ubNewEntry;
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AILIST * pEntry, * pNewEntry, * pPrevEntry = NULL;
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ubNewEntry = FindEmptyAIListEntry();
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@@ -182,7 +182,7 @@ BOOLEAN InsertIntoAIList( UINT8 ubID, INT8 bPriority )
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return( FALSE );
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}
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BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount, BOOLEAN fDoRandomChecks )
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BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT16 * pubDoneCount, BOOLEAN fDoRandomChecks )
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{
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if ( (gTacticalStatus.bBoxingState == BOXING) && !(pSoldier->flags.uiStatusFlags & SOLDIER_BOXER) )
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{
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@@ -280,12 +280,12 @@ BOOLEAN SatisfiesAIListConditions( SOLDIERTYPE * pSoldier, UINT8 * pubDoneCount,
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return( TRUE );
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}
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BOOLEAN MoveToFrontOfAIList( UINT8 ubID )
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BOOLEAN MoveToFrontOfAIList( UINT16 ubID )
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{
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// we'll have to fake this guy's alert status (in the list) to be the same as the current
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// front of the list
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INT8 bPriority;
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UINT8 ubNewEntry;
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UINT16 ubNewEntry;
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AILIST * pNewEntry;
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if ( !SatisfiesAIListConditions( MercPtrs[ ubID ], NULL, FALSE ) )
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@@ -320,8 +320,8 @@ BOOLEAN BuildAIListForTeam( INT8 bTeam )
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BOOLEAN fInsertRet;
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SOLDIERTYPE * pSoldier;
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BOOLEAN fRet = FALSE;
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UINT8 ubCount = 0;
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UINT8 ubDoneCount = 0;
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UINT16 ubCount = 0;
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UINT16 ubDoneCount = 0;
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INT8 bPriority;
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// this team is being given control so reset their muzzle flashes
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