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- quick fix for sight range
- works only when 'L' pressed one more time git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@159 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+26
-22
@@ -4548,6 +4548,8 @@ UINT32 UIHandleLCOnTerrain( UI_EVENT *pUIEvent )
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gfUIDisplayActionPointsInvalid = TRUE;
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}
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HandleSight( pSoldier, SIGHT_LOOK );
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return( GAME_SCREEN );
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}
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@@ -4590,11 +4592,11 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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pSoldier->bTurningFromUI = TRUE;
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// ATE: Hard-code here previous event to ui busy event...
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guiOldEvent = LA_BEGINUIOURTURNLOCK;
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// ATE: Hard-code here previous event to ui busy event...
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guiOldEvent = LA_BEGINUIOURTURNLOCK;
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return( TRUE );
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}
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return( TRUE );
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}
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else
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{
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usAnimState = PickSoldierReadyAnimation( pSoldier, FALSE );
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@@ -4615,7 +4617,7 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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// Check AP cost...
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if ( !EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
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{
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return( FALSE );
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return( FALSE );
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}
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if( usAnimState != INVALID_ANIMATION )
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@@ -4628,6 +4630,8 @@ BOOLEAN MakeSoldierTurn( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos )
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pSoldier->sLastTarget = sXPos + (MAXCOL * sYPos);
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DeductPoints( pSoldier, (INT16)(sAPCost - sAPCostToReady), 0 );
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HandleSight( pSoldier, SIGHT_LOOK );
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return( TRUE );
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}
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@@ -4640,12 +4644,12 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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SOLDIERTYPE *pSoldier;
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INT32 cnt;
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SOLDIERTYPE *pFirstSoldier = NULL;
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if ( !GetMouseXY( &sXPos, &sYPos ) )
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{
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return( GAME_SCREEN );
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}
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{
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return( GAME_SCREEN );
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}
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if ( gTacticalStatus.fAtLeastOneGuyOnMultiSelect )
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{
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@@ -4657,24 +4661,24 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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{
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if ( pSoldier->uiStatusFlags & SOLDIER_MULTI_SELECTED )
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{
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MakeSoldierTurn( pSoldier, sXPos, sYPos );
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MakeSoldierTurn( pSoldier, sXPos, sYPos );
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}
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}
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}
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}
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else
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{
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// Get soldier
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if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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return( GAME_SCREEN );
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}
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else
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{
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// Get soldier
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if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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return( GAME_SCREEN );
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}
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if ( MakeSoldierTurn( pSoldier, sXPos, sYPos ) )
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{
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SetUIBusy( pSoldier->ubID );
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}
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}
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if ( MakeSoldierTurn( pSoldier, sXPos, sYPos ) )
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{
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SetUIBusy( pSoldier->ubID );
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}
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}
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return( GAME_SCREEN );
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}
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