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https://github.com/1dot13/source.git
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Fix compilation
This commit is contained in:
@@ -21,6 +21,7 @@
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#include "GameSettings.h" // added by SANDRO
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#include "GameSettings.h" // added by SANDRO
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#include <Font Control.h>
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#include <Font Control.h>
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#include <message.h>
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#include <message.h>
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#include "Soldier macros.h"
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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INT32 gsBoxerGridNo[ NUM_BOXERS ] = { 11393, 11233, 11073 };
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SoldierID gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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SoldierID gubBoxerID[ NUM_BOXERS ] = { NOBODY, NOBODY, NOBODY };
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@@ -519,7 +519,7 @@ void HandleRenderDebugInfoModes()
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static INT32 previousLocation = NOWHERE;
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static INT32 previousLocation = NOWHERE;
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static UINT8 previousStance = 0;
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static UINT8 previousStance = 0;
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UINT16 usSoldierIndex = NOBODY;
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SoldierID usSoldierIndex = NOBODY;
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UINT32 uiMercFlags;
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UINT32 uiMercFlags;
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FindSoldierFromMouse(&usSoldierIndex, &uiMercFlags);
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FindSoldierFromMouse(&usSoldierIndex, &uiMercFlags);
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if (usSoldierIndex == NOBODY)
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if (usSoldierIndex == NOBODY)
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@@ -184,6 +184,7 @@ extern UINT32 guiCurrentEvent;
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extern INT16 gsSelectedLevel;
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extern INT16 gsSelectedLevel;
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extern BOOLEAN gfPlotNewMovement;
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extern BOOLEAN gfPlotNewMovement;
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extern UINT32 guiPendingOverrideEvent;
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extern UINT32 guiPendingOverrideEvent;
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extern UINT8 gRenderDebugInfoMode;
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// GLOBALS
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// GLOBALS
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@@ -36,6 +36,9 @@
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#include "BinaryHeap.hpp"
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#include "BinaryHeap.hpp"
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#include "opplist.h"
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#include "opplist.h"
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#include "Weapons.h"
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#include "Weapons.h"
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#include "renderworld.h"
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#include "Cheats.h"
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#include "Handle UI.h"
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//forward declarations of common classes to eliminate includes
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class OBJECTTYPE;
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@@ -463,13 +463,6 @@ BOOLEAN InitAI( void )
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FILE * DebugFile;
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FILE * DebugFile;
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#endif
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#endif
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#ifdef _DEBUG
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if (gfDisplayCoverValues)
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{
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//memset( gsCoverValue, 0x7F, sizeof( INT16 ) * WORLD_MAX );
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}
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#endif
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//If we are not loading a saved game ( if we are, this has already been called )
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//If we are not loading a saved game ( if we are, this has already been called )
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if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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if( !( gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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{
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{
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@@ -849,10 +842,8 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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#ifdef JA2TESTVERSION
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#ifdef JA2TESTVERSION
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// display deadlock message
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// display deadlock message
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gfUIInDeadlock = TRUE;
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gfUIInDeadlock = TRUE;
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gUIDeadlockedSoldier = pSoldier->ubID;
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DebugAI( String("DEADLOCK soldier %d action %s ABC %d", pSoldier->ubID.i, gzActionStr[pSoldier->aiData.bAction], gTacticalStatus.ubAttackBusyCount ) );
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DebugAI( String("DEADLOCK soldier %d action %s ABC %d", pSoldier->ubID.i, gzActionStr[pSoldier->aiData.bAction], gTacticalStatus.ubAttackBusyCount ) );
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#else
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#else
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// If we are in beta version, also report message!
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// If we are in beta version, also report message!
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#ifdef JA2BETAVERSION
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Aborting AI deadlock for %d. Please sent DEBUG.TXT file and SAVE.", pSoldier->ubID.i );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_ERROR, L"Aborting AI deadlock for %d. Please sent DEBUG.TXT file and SAVE.", pSoldier->ubID.i );
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@@ -8005,6 +8005,11 @@ void RenderRoomInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPoi
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#ifdef _DEBUG
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#ifdef _DEBUG
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// From fov.cpp
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extern UINT8* gubGridNoMarkers;
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extern UINT8 gubGridNoValue;
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extern UINT8* gubFOVDebugInfoInfo;
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void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
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void RenderFOVDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS )
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{
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{
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INT8 bXOddFlag = 0;
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INT8 bXOddFlag = 0;
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@@ -8215,6 +8220,17 @@ void RenderGridNoVisibleDebugInfo( INT16 sStartPointX_M, INT16 sStartPointY_M, I
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UnLockVideoSurface( FRAME_BUFFER );
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UnLockVideoSurface( FRAME_BUFFER );
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}
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}
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void RenderFOVDebug()
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{
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RenderFOVDebugInfo(gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS);
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}
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void RenderGridNoVisibleDebug()
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{
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RenderGridNoVisibleDebugInfo(gsStartPointX_M, gsStartPointY_M, gsStartPointX_S, gsStartPointY_S, gsEndXS, gsEndYS);
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}
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#endif
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#endif
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