mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
changed hardcoded numbers to enums in preparation for total merc number increase
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6042 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -699,10 +699,10 @@ void ResetAllMercPositions()
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//}
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curr = curr->next;
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}
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AddSoldierInitListTeamToWorld( ENEMY_TEAM, 255 );
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AddSoldierInitListTeamToWorld( CREATURE_TEAM, 255 );
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AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
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AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
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AddSoldierInitListTeamToWorld( ENEMY_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( CREATURE_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( MILITIA_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( CIV_TEAM, TOTAL_SOLDIERS + 1 );
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gpSelected = NULL;
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gsSelectedMercID = -1;
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}
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@@ -1073,10 +1073,10 @@ UINT32 ProcessFileIO()
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//ATE: Any current mercs are transfered here...
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//UpdateMercsInSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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AddSoldierInitListTeamToWorld( ENEMY_TEAM, 255 );
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AddSoldierInitListTeamToWorld( CREATURE_TEAM, 255 );
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AddSoldierInitListTeamToWorld( MILITIA_TEAM, 255 );
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AddSoldierInitListTeamToWorld( CIV_TEAM, 255 );
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AddSoldierInitListTeamToWorld( ENEMY_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( CREATURE_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( MILITIA_TEAM, TOTAL_SOLDIERS + 1 );
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AddSoldierInitListTeamToWorld( CIV_TEAM, TOTAL_SOLDIERS + 1 );
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iCurrentAction = ACTION_NULL;
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gbCurrentFileIOStatus = IOSTATUS_NONE;
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if( !gfCaves && !gfBasement )
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@@ -3076,14 +3076,14 @@ INT32 GetIdOfDepartedMercWithHighestStat( INT32 iStat )
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for( uiLoopCounter=0; fNotDone ; uiLoopCounter++ )
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{
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//if we are at the end of
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if( uiLoopCounter == 255 && bCurrentList == 2 )
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if( uiLoopCounter == NUM_PROFILES && bCurrentList == 2 )
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{
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fNotDone = FALSE;
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continue;
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}
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// check if we need to move to the next list
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if( uiLoopCounter == 255 )
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if( uiLoopCounter == NUM_PROFILES )
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{
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if( bCurrentList == 0 )
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{
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@@ -3249,7 +3249,7 @@ INT32 GetIdOfDepartedMercWithLowestStat( INT32 iStat )
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}
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*/
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//if we are at the end of
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if( uiLoopCounter == 255 && bCurrentList == 2 )
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if( uiLoopCounter == NUM_PROFILES && bCurrentList == 2 )
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{
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fNotDone = FALSE;
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continue;
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@@ -3257,7 +3257,7 @@ INT32 GetIdOfDepartedMercWithLowestStat( INT32 iStat )
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// check if we need to move to the next list
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// if( *bCurrentListValue == -1 )
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if( uiLoopCounter == 255 )
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if( uiLoopCounter == NUM_PROFILES )
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{
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if( bCurrentList == 0 )
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{
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@@ -3786,7 +3786,7 @@ INT32 GetAvgStatOfPastTeamStat( INT32 iStat )
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*/
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//if we are at the end of
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if( uiLoopCounter == 255 && bCurrentList == 2 )
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if( uiLoopCounter == NUM_PROFILES && bCurrentList == 2 )
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{
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fNotDone = FALSE;
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continue;
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@@ -3794,7 +3794,7 @@ INT32 GetAvgStatOfPastTeamStat( INT32 iStat )
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// check if we need to move to the next list
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// if( *bCurrentListValue == -1 )
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if( uiLoopCounter == 255 )
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if( uiLoopCounter == NUM_PROFILES )
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{
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if( bCurrentList == 0 )
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{
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+1
-1
@@ -8367,7 +8367,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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{
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//Camo Face by Jazz
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for (int i=0;i<255;i++)
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for (int i=0;i<NUM_PROFILES;++i)
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{
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gCamoFace[i].gCamoface = FALSE;
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gCamoFace[i].gUrbanCamoface = FALSE;
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@@ -2713,7 +2713,7 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve2");
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{
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if( gpCivs[ i ].pSoldier )
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{
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ubCurrentRank = 255;
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ubCurrentRank = MAX_AR_TEAM_SIZE;
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switch( gpCivs[ i ].pSoldier->ubSoldierClass )
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{
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case SOLDIER_CLASS_GREEN_MILITIA: ubCurrentRank = GREEN_MILITIA; break;
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@@ -645,7 +645,7 @@ fFirstTimeInMapScreen = TRUE;
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// ------------------------
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if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
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{
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for (int i=0;i<255;i++)
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for (int i=0;i<NUM_PROFILES;++i)
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{
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gCamoFace[i].gCamoface = FALSE;
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gCamoFace[i].gUrbanCamoface = FALSE;
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@@ -1117,7 +1117,7 @@ void ReStartingGame()
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if (gGameExternalOptions.fShowCamouflageFaces == TRUE )
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{
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//Camo Face
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for (int i=0;i<255;i++)
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for (int i=0;i<NUM_PROFILES;++i)
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{
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gCamoFace[i].gCamoface = FALSE;
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gCamoFace[i].gUrbanCamoface = FALSE;
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@@ -5353,9 +5353,9 @@ return 1;
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static int l_usStrategicInsertionDataProfileID(lua_State *L)
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{
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BOOLEAN Bool;
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SOLDIERTYPE * pSoldier;
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UINT32 sGridNo = 0;
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//BOOLEAN Bool;
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SOLDIERTYPE * pSoldier;
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UINT32 sGridNo = 0;
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if ( lua_gettop(L) >= 1 )
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{
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@@ -5363,14 +5363,14 @@ UINT32 sGridNo = 0;
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pSoldier = FindSoldierByProfileID( ID, FALSE );
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if (pSoldier)
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{
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sGridNo = pSoldier->usStrategicInsertionData;
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}
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{
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sGridNo = pSoldier->usStrategicInsertionData;
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}
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lua_pushinteger(L, sGridNo);
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}
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return 1;
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return 1;
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}
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static int l_bNeutral(lua_State *L)
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@@ -6719,7 +6719,7 @@ static int l_Action_door_close (lua_State *L)
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//action
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static int l_SetOffBombsByFrequency (lua_State *L)
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{
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SOLDIERTYPE * pSoldier;
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//SOLDIERTYPE * pSoldier;
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if ( lua_gettop(L) >= 2 )
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{
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@@ -10625,7 +10625,7 @@ static int l_CheckFact (lua_State *L)
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ubProfileID = lua_tointeger(L,i);
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}
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if ( ubProfileID != 255 && CheckFact( fact, ubProfileID ) )
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if ( ubProfileID != NUM_PROFILES && CheckFact( fact, ubProfileID ) )
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{
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checkfact= TRUE;
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}
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+1
-1
@@ -65,7 +65,7 @@ extern BOOLEAN gfInItemPickupMenu;
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RPC_SMALL_FACE_VALUES gRPCSmallFaceValues[200];
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UINT8 ubRPCNumSmallFaceValues = 200;
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CAMO_FACE gCamoFace[255];
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CAMO_FACE gCamoFace[NUM_PROFILES];
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FACE_GEAR_VALUES zNewFaceGear[MAXITEMS];
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FACE_GEAR_VALUES zNewFaceGearIMP[MAXITEMS];
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@@ -1151,11 +1151,11 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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pSoldier = new SOLDIERTYPE(Soldier); //(SOLDIERTYPE*)MemAlloc( SIZEOF_SOLDIERTYPE );
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if( !pSoldier )
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return NULL;
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pSoldier->ubID = 255;
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pSoldier->ubID = NUM_PROFILES;
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pSoldier->sSectorX = (INT16)SECTORX( ubSectorID );
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pSoldier->sSectorY = (INT16)SECTORY( ubSectorID );
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pSoldier->bSectorZ = 0;
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*pubID = 255;
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*pubID = NUM_PROFILES;
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return pSoldier;
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}
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}
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@@ -2790,7 +2790,7 @@ SOLDIERTYPE* ReserveTacticalSoldierForAutoresolve( UINT8 ubSoldierClass )
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return NULL;
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//Assign a bogus ID, then return it
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pSoldier->ubID = 255;
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pSoldier->ubID = NUM_PROFILES;
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return pSoldier;
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}
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}
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@@ -2971,7 +2971,7 @@ SOLDIERTYPE* ReserveTacticalMilitiaSoldierForAutoresolve( UINT8 ubSoldierClass )
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MercPtrs[i]->bSoldierFlagMask |= SOLDIER_EQUIPMENT_DROPPED;
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//Assign a bogus ID, then return it
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pSoldier->ubID = 255;
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pSoldier->ubID = NUM_PROFILES;
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return pSoldier;
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}
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}
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+2
-1
@@ -6,6 +6,7 @@
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#define SURPRISED 3
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#include "soldier control.h"
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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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@@ -25,7 +26,7 @@ typedef struct
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BOOLEAN gSnowCamoface;
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} CAMO_FACE;
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extern CAMO_FACE gCamoFace[255];
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extern CAMO_FACE gCamoFace[NUM_PROFILES];
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typedef struct
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@@ -366,7 +366,7 @@ void InternalIgniteExplosion( UINT8 ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32
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// Flugente: if the explosion occured in a building, this might lower loyalty in town
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UINT16 tmp;
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if ( Item[ usItem ].usItemClass & IC_EXPLOSV && ubOwner != NOBODY && ubOwner < 255 && InARoom( sGridNo, &tmp ) )
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if ( Item[ usItem ].usItemClass & IC_EXPLOSV && ubOwner != NOBODY && ubOwner < NUM_PROFILES && InARoom( sGridNo, &tmp ) )
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{
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HandleLoyaltyForDemolitionOfBuilding( MercPtrs[ubOwner], Explosive[ Item[ usItem ].ubClassIndex ].ubDamage );
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}
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