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https://github.com/1dot13/source.git
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More functions converted to SoldierID
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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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