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https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
More functions converted to SoldierID
This commit is contained in:
+10
-10
@@ -913,7 +913,7 @@ BOOLEAN DeInitAnimationSystem( )
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STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
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STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState, BOOLEAN fUseAbsolute )
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{
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INT8 bStructDataType;
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@@ -935,26 +935,26 @@ STRUCTURE_FILE_REF *InternalGetAnimationStructureRef( UINT16 usSoldierID, UINT16
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if ( ( usAnimState == FALLFORWARD_FROMHIT_STAND || usAnimState == GENERIC_HIT_STAND ||
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usAnimState == FALLFORWARD_FROMHIT_CROUCH || usAnimState == STANDING_BURST_HIT ) && !fUseAbsolute )
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{
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ S_STRUCT ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ S_STRUCT ].pStructureFileRef );
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}
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ bStructDataType ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ bStructDataType ].pStructureFileRef );
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}
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STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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STRUCTURE_FILE_REF *GetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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{
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return( InternalGetAnimationStructureRef( usSoldierID, usSurfaceIndex, usAnimState, FALSE ) );
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}
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STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 usSoldierID )
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STRUCTURE_FILE_REF *GetDefaultStructureRef( SoldierID usSoldierID )
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{
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return( gAnimStructureDatabase[ MercPtrs[ usSoldierID ]->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
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return( gAnimStructureDatabase[ usSoldierID->ubBodyType ][ DEFAULT_STRUCT ].pStructureFileRef );
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}
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// Surface mamagement functions
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BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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// Surface management functions
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BOOLEAN LoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState )
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{
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AuxObjectData *pAuxData;
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@@ -1075,7 +1075,7 @@ BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16
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}
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BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
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BOOLEAN UnLoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex )
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{
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// Decrement usage flag, only if this soldier has it currently tagged
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if ( gbAnimUsageHistory[ usSurfaceIndex ][ usSoldierID ] > 0 )
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@@ -1120,7 +1120,7 @@ BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex )
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}
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void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID )
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void ClearAnimationSurfacesUsageHistory( SoldierID usSoldierID )
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{
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UINT32 cnt;
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@@ -688,16 +688,16 @@ extern AnimationStructureType gAnimStructureDatabase[ TOTALBODYTYPES ][ NUM_STRU
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// Functions
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BOOLEAN InitAnimationSystem( );
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BOOLEAN DeInitAnimationSystem( );
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BOOLEAN LoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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BOOLEAN UnLoadAnimationSurface( UINT16 usSoldierID, UINT16 usSurfaceIndex );
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void ClearAnimationSurfacesUsageHistory( UINT16 usSoldierID );
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BOOLEAN LoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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BOOLEAN UnLoadAnimationSurface( SoldierID usSoldierID, UINT16 usSurfaceIndex );
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void ClearAnimationSurfacesUsageHistory( SoldierID usSoldierID );
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void DeleteAnimationProfiles( );
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BOOLEAN LoadAnimationProfiles( );
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STRUCTURE_FILE_REF *GetAnimationStructureRef( UINT16 usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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STRUCTURE_FILE_REF *GetDefaultStructureRef( UINT16 usSoldierID );
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STRUCTURE_FILE_REF *GetAnimationStructureRef( SoldierID usSoldierID, UINT16 usSurfaceIndex, UINT16 usAnimState );
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STRUCTURE_FILE_REF *GetDefaultStructureRef( SoldierID usSoldierID );
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// Profile data
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extern ANIM_PROF *gpAnimProfiles;
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@@ -390,7 +390,7 @@ INT32 giSMZipperButton = -1;
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BOOLEAN gfSwitchPanel = FALSE;
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UINT8 gbNewPanel = SM_PANEL;
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UINT16 gubNewPanelParam = 0;
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SoldierID gubNewPanelParam = NOBODY;
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BOOLEAN gfUIStanceDifferent = FALSE;
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BOOLEAN gfAllDisabled = FALSE;
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@@ -661,10 +661,7 @@ void ShutdownCurrentPanel( )
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void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
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void SetCurrentTacticalPanelCurrentMerc( SoldierID ubID )
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{
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SOLDIERTYPE *pSoldier;
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@@ -674,7 +671,7 @@ void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
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if ( gsCurInterfacePanel == SM_PANEL )
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{
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// If we are not of merc bodytype, or am an epc, and going into inv, goto another....
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pSoldier = MercPtrs[ ubID ];
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pSoldier = ubID;
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if ( !IS_MERC_BODY_TYPE( pSoldier ) || AM_AN_EPC( pSoldier ) )
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{
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@@ -693,10 +690,9 @@ void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID )
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SetTEAMPanelCurrentMerc( gusSelectedSoldier );
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break;
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}
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}
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void CreateCurrentTacticalPanelButtons( )
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{
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switch( gsCurInterfacePanel )
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@@ -372,9 +372,9 @@ enum
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extern BOOLEAN gfSwitchPanel;
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extern BOOLEAN gfUIStanceDifferent;
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extern UINT8 gbNewPanel;
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extern UINT16 gubNewPanelParam;
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extern INT16 gsCurInterfacePanel;
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extern UINT8 gbNewPanel;
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extern SoldierID gubNewPanelParam;
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extern INT16 gsCurInterfacePanel;
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extern UINT32 guiRENDERBUFFER;
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extern UINT32 guiCLOSE;
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@@ -465,7 +465,7 @@ BOOLEAN DrawCTHIndicator();
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void CreateCurrentTacticalPanelButtons( );
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void RemoveCurrentTacticalPanelButtons( );
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void SetCurrentTacticalPanelCurrentMerc( UINT16 ubID );
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void SetCurrentTacticalPanelCurrentMerc( SoldierID ubID );
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void SetCurrentInterfacePanel( UINT8 ubNewPanel );
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BOOLEAN IsMercPortraitVisible( UINT16 ubSoldierID );
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+12
-12
@@ -5082,7 +5082,7 @@ CHAR8 *GetSceneFilename( )
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return( gzLevelFilenames[ gubCurrentScene ] );
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}
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extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID );
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extern BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID );
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// NB if making changes don't forget to update NewOKDestinationAndDirection
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BOOLEAN NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT32 sGridNo, BOOLEAN fPeopleToo, INT8 bLevel )
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@@ -5482,7 +5482,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
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UINT8 ubWallOrientation;
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BOOLEAN fCheckGivenGridNo = TRUE;
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UINT8 ubTestDirection;
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EXITGRID ExitGrid;
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EXITGRID ExitGrid;
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// Set default direction
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if (pubDirection)
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@@ -5551,7 +5551,7 @@ INT32 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pubDirect
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{
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if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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{
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SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
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SOLDIERTYPE *pTargetSoldier = usSoldierIndex;
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sGridNo = pTargetSoldier->sGridNo;
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if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
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{
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@@ -5874,7 +5874,7 @@ INT32 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 *pub
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{
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if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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{
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SOLDIERTYPE *pTargetSoldier = MercPtrs[usSoldierIndex];
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SOLDIERTYPE *pTargetSoldier = usSoldierIndex;
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sGridNo = pTargetSoldier->sGridNo;
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if (CREATURE_OR_BLOODCAT(pTargetSoldier) || gAnimControl[pTargetSoldier->usAnimState].ubEndHeight == ANIM_PRONE)
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{
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@@ -7307,7 +7307,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// HEADROCK HAM B2.8: Now also reveals equipment dropped by militia, if requirement is met.
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if ( pTeamSoldier->bTeam == ENEMY_TEAM ||
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(gGameExternalOptions.ubMilitiaDropEquipment == 2 && pTeamSoldier->bTeam == MILITIA_TEAM) ||
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(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam != OUR_TEAM) )
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(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam != OUR_TEAM) )
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{
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//add a flag to the item so when all enemies are killed, we can run through and reveal all the enemies items
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usItemFlags |= WORLD_ITEM_DROPPED_FROM_ENEMY;
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@@ -7328,7 +7328,7 @@ void RemoveCapturedEnemiesFromSectorInfo( INT16 sMapX, INT16 sMapY, INT8 bMapZ )
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// HEADROCK HAM B2.8: Militia will drop items only if allowed.
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if ( !(gGameExternalOptions.ubMilitiaDropEquipment == 0 && pTeamSoldier->bTeam == MILITIA_TEAM) &&
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!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && Menptr[pTeamSoldier->ubAttackerID].bTeam == OUR_TEAM) )
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!(gGameExternalOptions.ubMilitiaDropEquipment == 1 && pTeamSoldier->bTeam == MILITIA_TEAM && pTeamSoldier->ubAttackerID->bTeam == OUR_TEAM) )
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{
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AddItemToPool( pTeamSoldier->sGridNo, pObj, bVisible, pTeamSoldier->pathing.bLevel, usItemFlags, -1 );
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}
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@@ -7784,7 +7784,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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HandleGlobalLoyaltyEvent( GLOBAL_LOYALTY_BATTLE_WON, gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
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// Change music modes
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if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
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if ( gfLastMercTalkedAboutKillingID == NOBODY || ( gfLastMercTalkedAboutKillingID != NOBODY && !( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) ) )
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{
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#ifdef NEWMUSIC
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GlobalSoundID = MusicSoundValues[ SECTOR( gWorldSectorX, gWorldSectorY ) ].SoundTacticalVictory[gbWorldSectorZ];
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@@ -7798,7 +7798,7 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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if (!is_networked)
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ShouldBeginAutoBandage( );
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}
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else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
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else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) )
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{
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// OJW - 20081222 - dont auto-bandage if networked
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if (!is_networked)
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@@ -7820,11 +7820,11 @@ BOOLEAN CheckForEndOfBattle( BOOLEAN fAnEnemyRetreated )
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{
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// OK, If we have just finished a battle with creatures........ play killed creature quote...
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//
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if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->flags.uiStatusFlags & SOLDIER_MONSTER ) )
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if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->flags.uiStatusFlags & SOLDIER_MONSTER ) )
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{
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}
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else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( MercPtrs[ gfLastMercTalkedAboutKillingID ]->ubBodyType == BLOODCAT ) )
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else if ( gfLastMercTalkedAboutKillingID != NOBODY && ( gfLastMercTalkedAboutKillingID->ubBodyType == BLOODCAT ) )
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{
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SayBattleSoundFromAnyBodyInSector( BATTLE_SOUND_COOL1 );
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}
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@@ -11529,9 +11529,9 @@ void TeamRestock(UINT8 bTeam)
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}
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// are we allowed to steal access this guy's inventory?
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BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID )
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BOOLEAN AllowedToStealFromTeamMate( SoldierID ubID, SoldierID ubTargetID )
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{
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if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && MercPtrs[ubID]->bTeam == MercPtrs[ubTargetID]->bTeam && !AM_AN_EPC(MercPtrs[ubTargetID]) && !IsVehicle(MercPtrs[ubTargetID]) )
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if ( gGameExternalOptions.fAccessOtherMercInventories && ubID != ubTargetID && ubID->bTeam == ubTargetID->bTeam && !AM_AN_EPC(ubTargetID) && !IsVehicle(ubTargetID) )
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return TRUE;
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return FALSE;
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+1
-1
@@ -369,7 +369,7 @@ void TeamDropAll(UINT8 bTeam, BOOLEAN fForce = FALSE);
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void TeamRestock(UINT8 bTeam);
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// are we allowed to steal access this guy's inventory?
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BOOLEAN AllowedToStealFromTeamMate( UINT16 ubID, UINT16 ubTargetID );
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BOOLEAN AllowedToStealFromTeamMate( SoldierID ubID, SoldierID ubTargetID );
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// Flugente: is an soldier profile already used?
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BOOLEAN IsProfileInUse(UINT8 usTeam, INT8 aType, UINT16 aNr);
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@@ -7672,7 +7672,7 @@ void CommunicateWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel, UINT8 ubPoi
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void IncrementWatchedLoc( UINT16 ubID, INT32 sGridNo, INT8 bLevel )
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{
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INT8 bPoint;
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INT8 bPoint;
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bPoint = FindWatchedLoc( ubID, sGridNo, bLevel );
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if (bPoint == -1)
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