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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
AddSoldierToSector & OBJECTTYPE::soldierID changed to SoldierID
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@@ -162,7 +162,7 @@ void AddNewItemToSelectedMercsInventory( BOOLEAN fCreate );
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void RenderMercInventoryPanel();
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void SetDroppableCheckboxesBasedOnMercsInventory();
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extern BOOLEAN InternalAddSoldierToSector( UINT16 ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
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extern BOOLEAN InternalAddSoldierToSector( SoldierID ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
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//array which keeps track of which item is in which slot. This is dependant on the selected merc, so
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//these temp values must be updated when different mercs are selected, and reset when a merc detailed
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@@ -201,7 +201,7 @@ INT32 iCurrentInventoryPoolPage = 0;
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INT32 iLastInventoryPoolPage = 0;
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INT32 sObjectSourceGridNo = -1;//shadooow: I don't see much of a sense in this, we have gpItemPointerSoldier and we can use gpItemPointerSoldier->sGridNo to do this, this is actually unused
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INT16 sObjectSourseSoldierID = -1;
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SoldierID sObjectSourseSoldierID = NOBODY;
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// number of unseen items in sector
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UINT32 uiNumberOfUnSeenItems = 0;
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@@ -2660,7 +2660,7 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: swap ownerships too
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if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
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{
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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}
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pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
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}
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@@ -2674,10 +2674,10 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
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if( iDestSlot != (-1) && iSrcSlot != (-1) )
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{
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pInventoryPoolList[ iDestSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iDestSlot ].soldierID = NOBODY;
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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iCurrentlyPickedUpItem = iDestSlot;
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sObjectSourseSoldierID = (-1);
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sObjectSourseSoldierID = NOBODY;
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}
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// stacking
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pInventorySlot->AddObjectsToStack(*pItemPtr);
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@@ -2689,9 +2689,9 @@ BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pIt
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// anv: swap ownerships too
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if( pInventoryPoolList[ iSrcSlot ].soldierID == sObjectSourseSoldierID )
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{
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pInventoryPoolList[ iSrcSlot ].soldierID = (-1);
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pInventoryPoolList[ iSrcSlot ].soldierID = NOBODY;
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}
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INT32 iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
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SoldierID iTempSoldierID = pInventoryPoolList[ iDestSlot ].soldierID;
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pInventoryPoolList[ iDestSlot ].soldierID = sObjectSourseSoldierID;
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sObjectSourseSoldierID = iTempSoldierID;
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iCurrentlyPickedUpItem = iDestSlot;
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@@ -5159,7 +5159,7 @@ void SortSectorInventoryStackAndMerge(bool ammoOnly )
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for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ )
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{
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// anv: disable soldier's ownership, as otherwise stacked backpacks would share it
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pInventoryPoolList[ uiLoop ].soldierID = (-1);
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pInventoryPoolList[ uiLoop ].soldierID = NOBODY;
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}
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// Run through sector inventory.
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@@ -15770,7 +15770,7 @@ void ChangeSelectedInfoChar( INT16 bCharNumber, BOOLEAN fResetSelectedList )
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fShowInventoryFlag = FALSE;
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}
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//shadooow: this resets the current highlight item selection to be redrawn again
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HandleCompatibleAmmoUI(MercPtrs[gCharactersList[bCharNumber].usSolID], NO_SLOT, FALSE);
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HandleCompatibleAmmoUI(gCharactersList[bCharNumber].usSolID, NO_SLOT, FALSE);
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if (gpItemPointer != NULL)
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{
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gfCheckForMouseOverItem = TRUE;
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@@ -4292,7 +4292,7 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != -1 &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], gWorldItems[pTempItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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else
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@@ -4303,7 +4303,7 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != -1 &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pTempItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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else
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@@ -4413,7 +4413,7 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != -1 &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%d) (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], gWorldItems[pItemPool->iItemIndex].object.ubNumberOfObjects, MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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else
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@@ -4424,7 +4424,7 @@ BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, I
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if (gGameExternalOptions.gfShowBackpackOwner &&
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Item[gWorldItems[pItemPool->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[pItemPool->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[pItemPool->iItemIndex].soldierID != -1 &&
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gWorldItems[pItemPool->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID])
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swprintf(pStr, L"%s (%s)", ShortItemNames[gWorldItems[pItemPool->iItemIndex].object.usItem], MercPtrs[gWorldItems[pItemPool->iItemIndex].soldierID]->GetName());
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else
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@@ -11478,7 +11478,7 @@ void RenderItemPickupMenu( )
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!gfStealing &&
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Item[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID != -1 &&
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gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID])
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//swprintf(pStr, L"%s (%s)", ShortItemNames[pObject->usItem], MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID]->GetName());
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swprintf(pStr, L"(%s)", MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID]->GetName());
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@@ -4209,7 +4209,7 @@ BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus)
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{
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if(gWorldItems[wi].soldierID == pSoldier->ubID)
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{
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gWorldItems[wi].soldierID = -1;
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gWorldItems[wi].soldierID = NOBODY;
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}
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}
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MoveItemToLBEItem( pSoldier, BPACKPOCKPOS );
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@@ -4231,7 +4231,7 @@ BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus)
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//CHRISL: There's the remote chance that a non-LBE item might get associated with a merc. If that happens, we can
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// have a CTD, so lets resolve that here.
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if(Item[gWorldItems[wi].object.usItem].usItemClass != IC_LBEGEAR)
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gWorldItems[wi].soldierID = -1;
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gWorldItems[wi].soldierID = NOBODY;
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if(gWorldItems[wi].soldierID == pSoldier->ubID && gWorldItems[wi].fExists == TRUE && Item[gWorldItems[wi].object.usItem].usItemClass == IC_LBEGEAR && LoadBearingEquipment[Item[gWorldItems[wi].object.usItem].ubClassIndex].lbeClass == BACKPACK)
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{
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for (int x = 0; x < gWorldItems[wi].object.ubNumberOfObjects; ++x) {
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@@ -3901,7 +3901,7 @@ void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX,
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pWorldItem_tmp[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem_tmp[uiCount].bVisible = 1;
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pWorldItem_tmp[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem_tmp[uiCount].soldierID = -1;
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pWorldItem_tmp[uiCount].soldierID = NOBODY;
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pWorldItem_tmp[uiCount].object = tmp.Inv[ i ];
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}
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}
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@@ -4647,7 +4647,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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pWorldItem[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem[uiCount].bVisible = 1;
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pWorldItem[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem[uiCount].soldierID = -1;
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pWorldItem[uiCount].soldierID = NOBODY;
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pWorldItem[uiCount].object = newAmmoObj;
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fNewMagCreated = FALSE;
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@@ -4686,7 +4686,7 @@ void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDI
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pWorldItem_tmp[uiCount].usFlags = WORLD_ITEM_REACHABLE;
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pWorldItem_tmp[uiCount].bVisible = 1;
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pWorldItem_tmp[uiCount].bRenderZHeightAboveLevel = 0;
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pWorldItem_tmp[uiCount].soldierID = -1;
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pWorldItem_tmp[uiCount].soldierID = NOBODY;
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pWorldItem_tmp[uiCount].object = newAmmoObj;
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fNewMagCreated = FALSE;
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@@ -1135,17 +1135,16 @@ INT32 FindRandomGridNoBetweenCircles( INT32 sCenterGridNo, UINT8 uInnerRadius, U
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return(sGridNo);
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}
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BOOLEAN InternalAddSoldierToSector(UINT16 ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode )
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BOOLEAN InternalAddSoldierToSector(SoldierID ubID, BOOLEAN fCalculateDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode )
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{
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UINT8 ubDirection = 0;
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UINT8 ubCalculatedDirection = 0;
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SOLDIERTYPE *pSoldier = 0;
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INT32 sGridNo = NOWHERE;
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INT32 sExitGridNo = NOWHERE;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("InternalAddSoldierToSector"));
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pSoldier = MercPtrs[ ubID ];
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SOLDIERTYPE *pSoldier = ubID;
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if ( pSoldier->bActive )
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{
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@@ -1332,7 +1331,7 @@ BOOLEAN InternalAddSoldierToSector(UINT16 ubID, BOOLEAN fCalculateDirection, BOO
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return( FALSE );
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}
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BOOLEAN AddSoldierToSector( UINT16 ubID )
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BOOLEAN AddSoldierToSector( SoldierID ubID )
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{
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierToSector"));
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return( InternalAddSoldierToSector( ubID, TRUE, FALSE, 0 , 0) );
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@@ -30,7 +30,7 @@ INT32 FindRandomGridNoBetweenCircles( INT32 sCenterGridNo, UINT8 uInnerRadius, U
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// Adds a soldier ( already created in mercptrs[] array )!
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// Finds a good placement based on data in the loaded sector and if they are enemy's or not, etc...
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BOOLEAN AddSoldierToSector( UINT16 ubID );
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BOOLEAN AddSoldierToSector( SoldierID ubID );
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BOOLEAN AddSoldierToSectorNoCalculateDirection( UINT16 ubID );
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@@ -256,7 +256,7 @@ void WORLDITEM::initialize()
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this->bRenderZHeightAboveLevel = 0;
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this->bVisible = 0;
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this->ubNonExistChance = 0;
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this->soldierID = -1;
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this->soldierID = NOBODY;
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this->object.initialize();
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}
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@@ -270,7 +270,7 @@ WORLDITEM& WORLDITEM::operator=(OLD_WORLDITEM_101& src)
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this->bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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this->bVisible = src.bVisible;
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this->ubNonExistChance = src.ubNonExistChance;
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this->soldierID = -1;
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this->soldierID = NOBODY;
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//convert the OBJECTTYPE
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this->object = src.oldObject;
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@@ -288,7 +288,7 @@ WORLDITEM& WORLDITEM::operator=(_OLD_WORLDITEM& src)//dnl ch42 280909
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bRenderZHeightAboveLevel = src.bRenderZHeightAboveLevel;
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bVisible = src.bVisible;
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ubNonExistChance = src.ubNonExistChance;
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soldierID = -1;
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soldierID = NOBODY;
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object = src.object;
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}
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return(*this);
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@@ -72,7 +72,7 @@ public:
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//Because this value is zero in the saved maps, we can't change it to 100, hence the reversal method.
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//This check is only performed the first time a map is loaded. Later, it is entirely skipped.
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UINT8 ubNonExistChance;
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INT16 soldierID;
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SoldierID soldierID;
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char endOfPod;
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OBJECTTYPE object;
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};
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@@ -3796,11 +3796,11 @@ void AddBombToQueue( UINT32 uiWorldBombIndex, UINT32 uiTimeStamp, BOOL fFromRemo
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WORLDITEM wi = gWorldItems[iWorldIndex];
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if (wi.fExists)
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{
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INT16 soldierID = wi.soldierID; // bomb's owner
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if (soldierID == -1)
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SoldierID soldierID = wi.soldierID; // bomb's owner
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if (soldierID == NOBODY)
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soldierID = wi.object[0]->data.misc.ubBombOwner - 2; // undo the hack
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if (IsOurSoldier(gubPersonToSetOffExplosions) || IsOurSoldier(soldierID))
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if (IsOurSoldier(gubPersonToSetOffExplosions) || IsOurSoldier((SOLDIERTYPE*)soldierID))
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{
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// we set off the bomb (could be failed disarm) or we own it, tell the other clients we are setting it off
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send_detonate_explosive(iWorldIndex,gubPersonToSetOffExplosions);
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