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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
More functions converted to SoldierID
This commit is contained in:
@@ -69,7 +69,7 @@ BOOLEAN ExpAffect( INT32 sBombGridNo, INT32 sGridNo, UINT32 uiDist, UINT16 usIte
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UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOLEAN fInBuilding);
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// HEADROCK HAM 5.1: Explosion Fragments launcher
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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void FireFragments( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection = DIRECTION_IRRELEVANT );
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// Flugente: shoot a gun without anyone operating it (used for makeshift traps wih guns)
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void FireFragmentsTrapGun( SOLDIERTYPE* pThrower, INT32 gridno, INT16 sZ, OBJECTTYPE* pObj, UINT8 ubDirection = NORTH );
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@@ -394,16 +394,16 @@ void IgniteExplosion( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, INT32 sGr
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void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
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{
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EXPLOSIONTYPE *pExplosion;
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UINT32 uiFlags;
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UINT8 ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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INT32 iIndex;
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INT8 bLevel;
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UINT32 uiFlags;
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SoldierID ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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INT32 iIndex;
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INT8 bLevel;
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// Assign param values
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uiFlags = pExpParams->uiFlags;
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@@ -449,17 +449,17 @@ void GenerateExplosion( EXPLOSION_PARAMS *pExpParams )
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void GenerateExplosionFromExplosionPointer( EXPLOSIONTYPE *pExplosion )
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{
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UINT32 uiFlags;
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UINT8 ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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UINT8 ubTerrainType;
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INT8 bLevel;
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INT32 sSoundID;
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UINT32 uiFlags;
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SoldierID ubOwner;
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UINT8 ubTypeID;
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INT16 sX;
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INT16 sY;
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INT16 sZ;
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INT32 sGridNo;
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UINT16 usItem;
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UINT8 ubTerrainType;
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INT8 bLevel;
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INT32 sSoundID;
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ANITILE_PARAMS AniParams;
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@@ -5004,7 +5004,7 @@ BOOLEAN SetOffBombsInGridNo( SoldierID ubID, INT32 sGridNo, BOOLEAN fAllBombs, I
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return( fFoundMine );
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}
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo )
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void ActivateSwitchInGridNo( SoldierID ubID, INT32 sGridNo )
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{
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UINT32 uiWorldBombIndex;
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OBJECTTYPE * pObj;
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@@ -5430,7 +5430,7 @@ UINT8 DetermineFlashbangEffect( SOLDIERTYPE *pSoldier, INT8 ubExplosionDir, BOOL
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// HEADROCK HAM 5.1: This handles launching fragments out of an explosion. The number of fragments is read from
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// the Explosives.XML file, and they each have a set amount of damage and range as well. They are currently
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// fired at completely random trajectories.
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void FireFragments( UINT16 ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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void FireFragments( SoldierID ubOwner, INT16 sX, INT16 sY, INT16 sZ, UINT16 usItem, UINT8 ubDirection )
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{
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// WANNE: Disable Fragments in a multiplayer game, because this can lead to crashes when stepping on mines, ...
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if (is_networked)
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@@ -13,20 +13,17 @@
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// Explosion Data
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typedef struct
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{
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UINT32 uiFlags;
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UINT16 ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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UINT32 uiFlags;
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SoldierID ubOwner;
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INT8 ubTypeID;
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UINT16 usItem;
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INT16 sX; // World X ( optional )
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INT16 sY; // World Y ( optional )
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INT16 sZ; // World Z ( optional )
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INT32 sGridNo; // World GridNo
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BOOLEAN fLocate;
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INT8 bLevel; // World level
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UINT8 ubUnsed[1];
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} EXPLOSION_PARAMS;
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@@ -34,12 +31,11 @@ typedef struct
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typedef struct
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{
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EXPLOSION_PARAMS Params;
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BOOLEAN fAllocated;
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INT16 sCurrentFrame;
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INT32 iID;
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INT32 iLightID;
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UINT8 ubUnsed[2];
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BOOLEAN fAllocated;
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INT16 sCurrentFrame;
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INT32 iID;
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INT32 iLightID;
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UINT8 ubUnsed[2];
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} EXPLOSIONTYPE;
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@@ -112,7 +108,7 @@ void HandleExplosionWarningAnimations( );
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void DecayBombTimers( void );
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void SetOffBombsByFrequency( SoldierID ubID, INT8 bFrequency );
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BOOLEAN SetOffBombsInGridNo( SoldierID ubID, INT32 sGridNo, BOOLEAN fAllBombs, INT8 bLevel );
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void ActivateSwitchInGridNo( UINT16 ubID, INT32 sGridNo );
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void ActivateSwitchInGridNo( SoldierID ubID, INT32 sGridNo );
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void SetOffPanicBombs( UINT16 ubID, INT8 bPanicTrigger );
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void UpdateExplosionFrame( INT32 iIndex, INT16 sCurrentFrame );
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+27
-27
@@ -632,7 +632,7 @@ STRUCTURE * CreateStructureFromDB( DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubT
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extern UINT16 gusTempDragBuildSoldierID;
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BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, INT16 sSoldierID = NOBODY )
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BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUCTURE_REF * pDBStructureRef, UINT8 ubTileIndex, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, SoldierID sSoldierID = NOBODY )
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{
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// Verifies whether a structure is blocked from being added to the map at a particular point
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DB_STRUCTURE * pDBStructure;
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@@ -646,15 +646,15 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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BOOLEAN fIgnorePeople = (BOOLEAN)(sExclusionID == IGNORE_PEOPLE_STRUCTURE_ID);
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BOOLEAN fVehicleIgnoreObstacles = (BOOLEAN)(sExclusionID == VEHICLE_IGNORE_OBSTACLES_STRUCTURE_ID);
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if( gGameExternalOptions.ubCarsRammingMaxStructureArmour && sSoldierID != NOBODY && MercPtrs[ sSoldierID ]->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
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if( gGameExternalOptions.ubCarsRammingMaxStructureArmour && sSoldierID != NOBODY && sSoldierID->usSoldierFlagMask2 & SOLDIER_RAM_THROUGH_OBSTACLES )
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{
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fVehicleIgnoreObstacles = TRUE;
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}
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else if ( gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour && sSoldierID != NOBODY && COMBAT_JEEP( MercPtrs[sSoldierID] ) )
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else if ( gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour && sSoldierID != NOBODY && COMBAT_JEEP( sSoldierID ) )
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{
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fVehicleIgnoreObstacles = TRUE;
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}
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else if ( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( MercPtrs[sSoldierID] ) )
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else if ( gGameExternalOptions.ubTanksRammingMaxStructureArmour && sSoldierID != NOBODY && TANK( sSoldierID ) )
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{
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fVehicleIgnoreObstacles = TRUE;
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}
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@@ -736,25 +736,25 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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// but not monsters and such (they can't fall down due to lack of animations)
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// also make sure AI won't flatten their allies
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if( !( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT | SOLDIER_MONSTER ) ) &&
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((!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowCarsDrivingOverPeople) ||
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(ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gGameExternalOptions.fAllowTanksDrivingOverPeople)) &&
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( MercPtrs[ sSoldierID ]->bTeam == gbPlayerNum || MercPtrs[ sSoldierID ]->bTeam != pSoldier->bTeam ) )
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((!ARMED_VEHICLE( sSoldierID ) && gGameExternalOptions.fAllowCarsDrivingOverPeople) ||
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(ARMED_VEHICLE( sSoldierID ) && gGameExternalOptions.fAllowTanksDrivingOverPeople)) &&
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( sSoldierID->bTeam == gbPlayerNum || sSoldierID->bTeam != pSoldier->bTeam ) )
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{
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pExistingStructure = pExistingStructure->pNext;
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// damage people when driving on them
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if( fAddingForReal )
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{
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if ( TANK( MercPtrs[sSoldierID] ) )
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if ( TANK( sSoldierID ) )
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{
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pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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}
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else if( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && MercPtrs[ sSoldierID ]->IsFastMovement() )
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else if( gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_PRONE && sSoldierID->IsFastMovement() )
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{
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pSoldier->EVENT_SoldierGotHit( 0, Random(5), Random(100)+Random(100), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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pSoldier->EVENT_SoldierGotHit( 0, Random(5), Random(100)+Random(100), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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}
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else
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{
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pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), MercPtrs[ sSoldierID ]->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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pSoldier->EVENT_SoldierGotHit( 0, Random(10)+5, Random(200)+Random(200), sSoldierID->ubDirection, 0, sSoldierID, FIRE_WEAPON_VEHICLE_TRAUMA, 0, 0, pSoldier->sGridNo );
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}
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}
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continue;
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@@ -770,9 +770,9 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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else
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{
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// only if structure is weak enough
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if ( (!ARMED_VEHICLE( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubCarsRammingMaxStructureArmour) ||
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(COMBAT_JEEP( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour) ||
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(TANK( MercPtrs[sSoldierID] ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubTanksRammingMaxStructureArmour) )
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if ( (!ARMED_VEHICLE( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubCarsRammingMaxStructureArmour) ||
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(COMBAT_JEEP( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubEnemyJeepsRammingMaxStructureArmour) ||
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(TANK( sSoldierID ) && gubMaterialArmour[pExistingStructure->pDBStructureRef->pDBStructure->ubArmour] < gGameExternalOptions.ubTanksRammingMaxStructureArmour) )
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{
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// when not just plotting path, really destroy structure
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if( fAddingForReal )
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@@ -911,7 +911,7 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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{
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if( MercPtrs[ pExistingStructure->usStructureID ] != NULL && MercPtrs[ pExistingStructure->usStructureID ]->flags.uiStatusFlags & SOLDIER_VEHICLE )
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{
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if( MercPtrs[ sSoldierID ]->flags.fInNonintAnim == TRUE || gAnimControl[ MercPtrs[ sSoldierID ]->usAnimState ].ubEndHeight == ANIM_PRONE )
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if( sSoldierID->flags.fInNonintAnim == TRUE || gAnimControl[ sSoldierID->usAnimState ].ubEndHeight == ANIM_PRONE )
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{
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pExistingStructure = pExistingStructure->pNext;
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continue;
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@@ -958,7 +958,7 @@ BOOLEAN OkayToAddStructureToTile( INT32 sBaseGridNo, INT16 sCubeOffset, DB_STRUC
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return( TRUE );
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}
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BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID )
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BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID )
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{
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UINT8 ubLoop;
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INT16 sCubeOffset;
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@@ -1001,7 +1001,7 @@ BOOLEAN InternalOkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_ST
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return( TRUE );
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}
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BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, INT16 sSoldierID )
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BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal, SoldierID sSoldierID )
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{
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return( InternalOkayToAddStructureToWorld( sBaseGridNo, bLevel, pDBStructureRef, sExclusionID, fAddingForReal, sSoldierID ) );
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}
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@@ -1036,15 +1036,15 @@ BOOLEAN AddStructureToTile( MAP_ELEMENT * pMapElement, STRUCTURE * pStructure, U
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STRUCTURE * InternalAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, LEVELNODE * pLevelNode )
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{
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// Adds a complete structure to the world at a location plus all other locations covered by the structure
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INT32 sGridNo;
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STRUCTURE ** ppStructure;
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STRUCTURE * pBaseStructure;
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DB_STRUCTURE * pDBStructure;
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DB_STRUCTURE_TILE ** ppTile;
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UINT8 ubLoop;
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UINT8 ubLoop2;
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INT16 sBaseTileHeight=-1;
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UINT16 usStructureID;
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INT32 sGridNo;
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STRUCTURE **ppStructure;
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STRUCTURE *pBaseStructure;
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DB_STRUCTURE *pDBStructure;
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DB_STRUCTURE_TILE **ppTile;
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UINT8 ubLoop;
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UINT8 ubLoop2;
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INT16 sBaseTileHeight=-1;
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UINT16 usStructureID;
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CHECKF( pDBStructureRef );
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CHECKF( pLevelNode );
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@@ -37,7 +37,7 @@ BOOLEAN FreeStructureFile( STRUCTURE_FILE_REF * pStructureFile );
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//
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// functions at the structure instance level
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//
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BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, INT16 sSoldierID = NOBODY );
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BOOLEAN OkayToAddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, INT16 sExclusionID, BOOLEAN fAddingForReal = FALSE, SoldierID sSoldierID = NOBODY );
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// for the PTR argument of AddStructureToWorld, pass in a LEVELNODE * please!
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BOOLEAN AddStructureToWorld( INT32 sBaseGridNo, INT8 bLevel, DB_STRUCTURE_REF * pDBStructureRef, PTR pLevelN );
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@@ -136,4 +136,4 @@ UINT8 StructureFlagToType( UINT32 uiFlag );
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UINT32 GetStructureOpenSound( STRUCTURE *pStructure, BOOLEAN fClose );
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#endif
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#endif
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