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
+12 -12
View File
@@ -47,7 +47,7 @@
extern BOOLEAN gfHiddenInterrupt;
extern BOOLEAN gfUseAlternateQueenPosition;
extern UINT16 PickSoldierReadyAnimation( SOLDIERTYPE *pSoldier, BOOLEAN fEndReady, BOOLEAN fHipStance );
extern void IncrementWatchedLoc(UINT8 ubID, INT32 sGridNo, INT8 bLevel);
extern void IncrementWatchedLoc(UINT16 ubID, INT32 sGridNo, INT8 bLevel);
void LogDecideInfo(SOLDIERTYPE *pSoldier);
void LogKnowledgeInfo(SOLDIERTYPE *pSoldier);
@@ -759,7 +759,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
{
// WANNE: This should fix the bug if any merc are still under PC control. This could happen after boxing in SAN MONA.
SOLDIERTYPE *pTeamSoldier;
for (INT8 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
for (UINT16 bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++)
{
pTeamSoldier=MercPtrs[bLoop];
@@ -938,7 +938,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// Flugente: if we see one of our buddies in handcuffs, its a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM && !gTacticalStatus.Team[pSoldier->bTeam].bAwareOfOpposition )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
if ( ubPerson != NOBODY )
{
@@ -950,7 +950,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
// are we ourselves the patient?
if ( ubPerson == pSoldier->ubID )
@@ -1004,7 +1004,7 @@ INT8 DecideActionGreen(SOLDIERTYPE *pSoldier)
// if we are not a medic, but are wounded, seek a medic
else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
{
UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
@@ -1661,7 +1661,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
if ( ubPerson != NOBODY )
{
@@ -1705,7 +1705,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
// are we ourselves the patient?
if ( ubPerson == pSoldier->ubID )
@@ -1759,7 +1759,7 @@ INT8 DecideActionYellow(SOLDIERTYPE *pSoldier)
// if we are not a medic, but are wounded, seek a medic
else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
{
UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
@@ -3286,7 +3286,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// Flugente: if we see one of our buddies captured, it is a clear sign of enemy activity!
if ( gGameExternalOptions.fAllowPrisonerSystem && pSoldier->bTeam == ENEMY_TEAM )
{
UINT8 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
UINT16 ubPerson = GetClosestFlaggedSoldierID( pSoldier, 20, ENEMY_TEAM, SOLDIER_POW, TRUE );
if ( ubPerson != NOBODY )
{
@@ -3325,7 +3325,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// if we are a doctor with medical gear, we might be able to help a wounded ally
if ( pSoldier->CanMedicAI() )
{
UINT8 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
UINT16 ubPerson = GetClosestWoundedSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius, pSoldier->bTeam);
// are we ourselves the patient?
if ( ubPerson == pSoldier->ubID )
@@ -3379,7 +3379,7 @@ INT8 DecideActionRed(SOLDIERTYPE *pSoldier)
// if we are not a medic, but are wounded, seek a medic
else if ( pSoldier->iHealableInjury >= gGameExternalOptions.sEnemyMedicsWoundMinAmount )
{
UINT8 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
UINT16 ubPerson = GetClosestMedicSoldierID( pSoldier, gGameExternalOptions.sEnemyMedicsSearchRadius / 2, pSoldier->bTeam);
if ( ubPerson != NOBODY )
{
@@ -6842,7 +6842,7 @@ L_NEWAIM:
{
DebugAI(AI_MSG_TOPIC, pSoldier, String("[Make boxer close if possible]"));
UINT8 ubOpponentID;
UINT16 ubOpponentID;
sClosestOpponent = ClosestKnownOpponent(pSoldier, NULL, NULL, &ubOpponentID);
DebugAI(AI_MSG_INFO, pSoldier, String("boxer: found closest opponent [%d] at %d", ubOpponentID, sClosestOpponent));