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synced 2026-07-29 13:52:17 +02:00
wrapped the SOLDIERTYPE member variable name in GetName(). This will allow easier manipulation with pre/suffixes, ranks, titles etc.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5976 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+15
-15
@@ -1785,7 +1785,7 @@ BOOLEAN ExecuteOverhead( )
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if ( pSoldier->pathing.usPathDataSize != MAX_PATH_LIST_SIZE )
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{
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#ifdef JA2BETAVERSION
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->name, pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Path for %s ( %d ) did not make merc get to dest (%d spaces away).", pSoldier->GetName(), pSoldier->ubID, PythSpacesAway( pSoldier->pathing.sFinalDestination, pSoldier->sGridNo) );
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#endif
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}
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@@ -2109,7 +2109,7 @@ void HaltGuyFromNewGridNoBecauseOfNoAPs( SOLDIERTYPE *pSoldier )
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// Display message if our merc...
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if ( pSoldier->bTeam == gbPlayerNum && ( gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ GUY_HAS_RUN_OUT_OF_APS_STR ], pSoldier->GetName() );
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}
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UnSetUIBusy( pSoldier->ubID );
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@@ -2338,7 +2338,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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// ATE: If our own guy and an initial move.. display message
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//if ( fInitialMove && pSoldier->bTeam == gbPlayerNum )
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//{
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->name );
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// ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ NO_PATH_FOR_MERC ], pSoldier->GetName() );
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//}
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pSoldier->bEndDoorOpenCode = FALSE;
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@@ -2577,7 +2577,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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{
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// 20% chance of falling over!
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
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SoldierCollapse( pSoldier );
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if (pSoldier->bActionPoints > 0)
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{
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@@ -2590,7 +2590,7 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE
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{
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// 20% chance of falling over!
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pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzLateLocalizedString[ 37 ], pSoldier->GetName() );
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SoldierCollapse( pSoldier );
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if (pSoldier->bActionPoints > 0)
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{
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@@ -3214,7 +3214,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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// OK, we want to display message that we can't....
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if ( fFromUI )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_UNAVAILABLE_STR ], pSoldier->GetName() );
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}
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return;
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}
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@@ -3661,7 +3661,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// ATE: Added string to player
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if ( bVisible != -1 && pSoldierOld->ubProfile != NO_PROFILE )
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{
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ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->name );
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ScreenMsg( FONT_RED, MSG_INTERFACE, pMercDeadString[ 0 ], pSoldierOld->GetName() );
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}
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switch( pSoldierOld->ubProfile )
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@@ -5827,7 +5827,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
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if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
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{
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if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
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// Cancel all services for this guy!
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pTargetSoldier->ReceivingSoldierCancelServices( );
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@@ -5861,7 +5861,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
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pTeamSoldier->GivingSoldierCancelServices( );
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if ( !gTacticalStatus.fAutoBandageMode )
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@@ -5916,7 +5916,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
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if ( !pTargetSoldier->bBleeding && pTargetSoldier->stats.bLife >= OKLIFE && !(pTargetSoldier->iHealableInjury >= 100 && pTeamSoldier->fDoingSurgery)) // check for surgery added by SANDRO
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{
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if ( fThrowMessage ) // throw message "all bandaged" only if there was something to bandage - SANDRO
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_ALL_BANDAGED_STR ], pTargetSoldier->GetName() );
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// Cancel all services for this guy!
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pTargetSoldier->ReceivingSoldierCancelServices( );
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@@ -5959,7 +5959,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
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}
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else
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ MERC_IS_OUT_OF_BANDAGES_STR ], pTeamSoldier->GetName() );
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pTeamSoldier->GivingSoldierCancelServices( );
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if ( !gTacticalStatus.fAutoBandageMode )
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@@ -8317,7 +8317,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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// If soldier is visible on-screen, report to player that they are cowering.
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if ( pSoldier->bVisible != -1 )
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[0], pSoldier->GetName() );
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}
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}
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@@ -8461,7 +8461,7 @@ void HandleSuppressionFire( UINT8 ubTargetedMerc, UINT8 ubCausedAttacker )
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if ( pSoldier->bVisible != -1 )
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{
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// "Soldier is pinned down!"
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113HAMMessage[1], pSoldier->GetName() );
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// HEADROCK HAM 3.2: Added a radio locator!
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ShowRadioLocator( (UINT8)pSoldier->ubID, SHOW_LOCATOR_NORMAL );
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}
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@@ -8691,7 +8691,7 @@ BOOLEAN ProcessImplicationsOfPCAttack( SOLDIERTYPE * pSoldier, SOLDIERTYPE ** pp
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#ifdef JA2TESTVERSION
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if (pTarget->flags.uiStatusFlags & SOLDIER_PC)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"%s is changing teams", pTarget->GetName() );
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}
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#endif
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// member of a civ group, either recruited or neutral, so should
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@@ -10216,7 +10216,7 @@ void PrisonerSurrenderMessageBoxCallBack( UINT8 ubExitValue )
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MercPtrs[ gusSelectedSoldier ]->Strip();
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_SURRENDER_FAILED] );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->name );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, szCovertTextStr[STR_COVERT_UNCOVER_SINGLE], MercPtrs[ gusSelectedSoldier ]->GetName() );
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}
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}
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}
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