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Convert to SoldierID
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@@ -47,7 +47,7 @@ BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pA
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return( TRUE );
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return( TRUE );
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}
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}
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void DeleteAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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void DeleteAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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{
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{
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// Allocate entries
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// Allocate entries
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if ( pAnimCache->usCachedSurfaces!= NULL )
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if ( pAnimCache->usCachedSurfaces!= NULL )
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@@ -146,7 +146,7 @@ BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType
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void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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void UnLoadCachedAnimationSurfaces( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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{
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{
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UINT8 cnt;
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UINT8 cnt;
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@@ -20,9 +20,9 @@ extern UINT32 guiCacheSize;
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BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache, UINT16 usSurfaceIndex, UINT16 usCurrentAnimation );
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BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache, UINT16 usSurfaceIndex, UINT16 usCurrentAnimation );
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BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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void DeleteAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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void DeleteAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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void DetermineOptimumAnimationCacheSize( );
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void DetermineOptimumAnimationCacheSize( );
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void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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void UnLoadCachedAnimationSurfaces( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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@@ -2820,9 +2820,10 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
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// This function reevaluates the stance if the guy sees us!
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// This function reevaluates the stance if the guy sees us!
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BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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{
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{
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INT32 cnt, iClosestEnemy = NOBODY;
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INT32 cnt;
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SoldierID iClosestEnemy = NOBODY;
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INT16 sTargetXPos, sTargetYPos;
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INT16 sTargetXPos, sTargetYPos;
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BOOLEAN fReturnVal = FALSE;
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BOOLEAN fReturnVal = FALSE;
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INT16 sDist, sClosestDist = 10000;
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INT16 sDist, sClosestDist = 10000;
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// make the chosen one not turn to face us
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// make the chosen one not turn to face us
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@@ -2875,21 +2876,21 @@ BOOLEAN ReevaluateEnemyStance( SOLDIERTYPE *pSoldier, UINT16 usAnimState )
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if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 0 )
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if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 0 )
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{
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{
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// Change to fire ready animation
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// Change to fire ready animation
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ConvertGridNoToXY( MercPtrs[iClosestEnemy]->sGridNo, &sTargetXPos, &sTargetYPos );
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ConvertGridNoToXY( iClosestEnemy->sGridNo, &sTargetXPos, &sTargetYPos );
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pSoldier->flags.fDontChargeReadyAPs = TRUE;
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pSoldier->flags.fDontChargeReadyAPs = TRUE;
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// Ready weapon
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// Ready weapon
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fReturnVal = pSoldier->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( pSoldier, MercPtrs[iClosestEnemy]->sGridNo ) );
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fReturnVal = pSoldier->SoldierReadyWeapon( sTargetXPos, sTargetYPos, FALSE, AIDecideHipOrShoulderStance( pSoldier, iClosestEnemy->sGridNo ) );
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return(fReturnVal);
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return(fReturnVal);
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}
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}
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// this makes the soldier to only turn towards our direction, instead of raising his weapon
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// this makes the soldier to only turn towards our direction, instead of raising his weapon
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else if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 2 )
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else if ( gGameExternalOptions.fNoEnemyAutoReadyWeapon == 2 )
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{
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{
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//ConvertGridNoToXY( MercPtrs[ iClosestEnemy ]->sGridNo, &sTargetXPos, &sTargetYPos );
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//ConvertGridNoToXY( iClosestEnemy->sGridNo, &sTargetXPos, &sTargetYPos );
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//sFacingDir = GetDirectionFromXY( sXPos, sYPos, pSoldier );
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//sFacingDir = GetDirectionFromXY( sXPos, sYPos, pSoldier );
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INT16 sFacingDir = GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, MercPtrs[iClosestEnemy]->sGridNo );
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INT16 sFacingDir = GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, iClosestEnemy->sGridNo );
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if ( sFacingDir != pSoldier->ubDirection )
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if ( sFacingDir != pSoldier->ubDirection )
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{
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{
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