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Added Headrock's HAM 2.8
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2650 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+274
-121
@@ -192,6 +192,8 @@ extern INT16 ITEMDESC_START_Y;
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//Little functions called by keyboard input
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void SwapGoggles(SOLDIERTYPE *pTeamSoldier);
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// HEADROCK HAM B2.8: Function to switch team's goggles uniformly
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void SwapGogglesUniformly(SOLDIERTYPE *pTeamSoldier, BOOLEAN fToNightVision);
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void SeperateItems();
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void StackAndSort( BOOLEAN fRestrictToAmmo );
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void CreateRandomItem();
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@@ -3315,10 +3317,43 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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case 'N':
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SOLDIERTYPE *pTeamSoldier;
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INT8 bLoop;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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BOOLEAN fToNightVision;
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// HEADROCK HAM B2.8: Added call for CTRL-SHIFT-N to switch all soldiers to day/night.
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if ( fCtrl )
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) ) {
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SwapGoggles(pTeamSoldier);
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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if ( pTeamSoldier->inv[HEAD1POS].exists() || pTeamSoldier->inv[HEAD2POS].exists() )
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{
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fToNightVision = ( Item[pTeamSoldier->inv[HEAD1POS].usItem].brightlightvisionrangebonus > 0 || Item[pTeamSoldier->inv[HEAD2POS].usItem].brightlightvisionrangebonus > 0 );
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break;
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}
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if ( bLoop == gTacticalStatus.Team[gbPlayerNum].bLastID )
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{
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// Default to night or day based on game hour
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fToNightVision = NightTime();
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}
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}
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}
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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SwapGogglesUniformly(pTeamSoldier, fToNightVision);
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}
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}
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}
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else // Shift-N
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{
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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SwapGoggles(pTeamSoldier);
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}
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}
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}
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break;
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@@ -5638,81 +5673,186 @@ void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
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/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
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as well as inventory positions.
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*/
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// WDS - Smart goggle switching
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// NOTE: Investigate using GetItemVisionRangeBonus from Items.cpp???
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if (gGameExternalOptions.smartGoggleSwitch) {
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// Look through the head slots and find any sort of goggle or an empty spot
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int slotToUse = -1;
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for (int headSlot = HEAD1POS; headSlot <= HEAD2POS; ++headSlot) {
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if ( (Item[pTeamSoldier->inv[headSlot].usItem].brightlightvisionrangebonus > 0) ) {
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slotToUse = headSlot;
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break;
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} else if ( (Item[pTeamSoldier->inv[headSlot].usItem].nightvisionrangebonus > 0) ) {
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slotToUse = headSlot;
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break;
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} else if (pTeamSoldier->inv[headSlot].exists() == false) {
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slotToUse = headSlot;
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OBJECTTYPE * pObj;
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OBJECTTYPE * pGoggles = NULL;
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INT8 bSlot1;
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int bestBonus;
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bool itemFound = false;
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//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
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for(bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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if(Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0)
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itemFound = true;
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if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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itemFound = true;
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}
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//2 head slots
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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// if wearing sungoggles
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if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
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}
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}
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if (slotToUse == -1) {
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// No place to swap in a new goggle, give up
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return;
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}
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// Find the best goggles for the current time of day anywhere in inventory
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OBJECTTYPE * pGoggles = 0;
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if (DayTime()) {
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pGoggles = FindSunGogglesInInv( pTeamSoldier, TRUE );
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} else {
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pGoggles = FindNightGogglesInInv( pTeamSoldier, TRUE );
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}
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if (pGoggles) {
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// Now either swap or equip the best one that was found
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if (pTeamSoldier->inv[slotToUse].exists()) {
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SwapObjs( pTeamSoldier, slotToUse, pGoggles, TRUE );
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} else {
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[slotToUse], 1, pTeamSoldier, slotToUse);
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}
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} else {
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// No goggles to equip, should the current ones be unequiped?
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if (pTeamSoldier->inv[slotToUse].exists()) {
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if ((DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].nightvisionrangebonus > 0)) ||
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(!DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].brightlightvisionrangebonus > 0))) {
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// It's day and we're wearing night goggles (or vice-versa), find a place to stash them
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if (pTeamSoldier->inv[ HELMETPOS ].exists()) {
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if (pTeamSoldier->inv[ HELMETPOS ].AttachObject( NULL, &pTeamSoldier->inv[slotToUse] )) {
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// It worked!
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} else {
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// Try dumping it anywhere in inventory because it doesn't attach to the helmet
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}
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} else {
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// Try dumping it anywhere in inventory given there's no helemt
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
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}
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}
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}
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}
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} else {
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// Normal goggle switching
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OBJECTTYPE * pObj;
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OBJECTTYPE * pGoggles = NULL;
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INT8 bSlot1;
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int bestBonus;
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bool itemFound = false;
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//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++) {
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if ((Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0) ||
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(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0))
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itemFound = true;
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}
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//2 head slots
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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// if wearing sungoggles
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if ( (Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0) )
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
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// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
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// thus suffers a penalty.
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else
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{
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// Remove sungoggles.
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PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
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break;
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}
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}
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// else if wearing NVGs
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else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
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}
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
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}
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}
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}
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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// HEADROCK HAM B2.8: If no goggles were found to switch to, the character will remove what they're
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// wearing, to avoid situations where a character refuses to remove the wrong set of goggles and
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// thus suffers a penalty.
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else
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{
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// Remove nightgoggles.
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PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
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break;
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}
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}
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// else if not wearing anything and no goggles found
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else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
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{
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bestBonus = 0;
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// search helmet and vest for goggles of some kind
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
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}
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else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].nightvisionrangebonus;
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}
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}
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if(pGoggles)
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{
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
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pObj->RemoveAttachment(pGoggles);
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break;
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}
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}
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if(pTeamSoldier->inv[bSlot1].exists() == false)
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{
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if(DayTime() == TRUE)
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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else
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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if(pGoggles)
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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else
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{
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break;
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}
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}
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}
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fCharacterInfoPanelDirty = TRUE;
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fTeamPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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pTeamSoldier->DeleteSoldierLight( );
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pTeamSoldier->PositionSoldierLight( );
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}
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// HEADROCK HAM B2.8: This function does the same as SwapGoggles, with a twist. It changes all worn goggles in the
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// team uniformly, so that everyone is wearing either nightvision or dayvision, regardless of what they were wearing
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// before. The check is based on the headgear of the first character in the group (he'll switch, and everyone else
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// will switch to match him.
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void SwapGogglesUniformly(SOLDIERTYPE *pTeamSoldier, BOOLEAN fToNightVision)
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{
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/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
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as well as inventory positions.
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*/
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OBJECTTYPE * pObj;
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OBJECTTYPE * pGoggles = NULL;
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INT8 bSlot1;
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int bestBonus;
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bool itemFound = false;
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//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
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for(bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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if(Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0)
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itemFound = true;
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if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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itemFound = true;
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}
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//2 head slots
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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// if wearing sungoggles
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if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
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{
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if (fToNightVision == TRUE) // Only if we want to switch to nightvision!
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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@@ -5738,10 +5878,20 @@ void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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else if (Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus <= 0)
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{
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// Remove sungoggles.
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PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
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break;
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}
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}
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// else if wearing NVGs
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else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0 )
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}
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// else if wearing NVGs
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else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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{
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if (fToNightVision == FALSE) // Only if we want to switch to dayvision!
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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@@ -5767,57 +5917,60 @@ void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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// else if not wearing anything and no goggles found
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else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
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{
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bestBonus = 0;
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// search helmet and vest for goggles of some kind
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
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}
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else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].nightvisionrangebonus;
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}
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}
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if(pGoggles)
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{
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
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pObj->RemoveAttachment(pGoggles);
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break;
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}
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}
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if(pTeamSoldier->inv[bSlot1].exists() == false)
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{
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if(DayTime() == TRUE)
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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else
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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if(pGoggles)
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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else
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else if (Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus <= 0)
|
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{
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// Remove nightgoggles.
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PlaceInAnyPocket(pTeamSoldier, &pTeamSoldier->inv[bSlot1], FALSE);
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break;
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}
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}
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}
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// else if not wearing anything and no goggles found
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else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
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{
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bestBonus = 0;
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// search helmet and vest for goggles of some kind
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
|
||||
pObj = &(pTeamSoldier->inv[gear]);
|
||||
for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
|
||||
{
|
||||
if(fToNightVision == FALSE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
|
||||
{
|
||||
pGoggles = &(*iter);
|
||||
bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
|
||||
}
|
||||
else if(fToNightVision == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
|
||||
{
|
||||
pGoggles = &(*iter);
|
||||
bestBonus = Item[iter->usItem].nightvisionrangebonus;
|
||||
}
|
||||
}
|
||||
if(pGoggles)
|
||||
{
|
||||
pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
|
||||
pObj->RemoveAttachment(pGoggles);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(pTeamSoldier->inv[bSlot1].exists() == false)
|
||||
{
|
||||
if(fToNightVision == FALSE)
|
||||
pGoggles = FindSunGogglesInInv( pTeamSoldier );
|
||||
else
|
||||
pGoggles = FindNightGogglesInInv( pTeamSoldier );
|
||||
if(pGoggles)
|
||||
{
|
||||
SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
fCharacterInfoPanelDirty = TRUE;
|
||||
fTeamPanelDirty = TRUE;
|
||||
fInterfacePanelDirty = DIRTYLEVEL2;
|
||||
@@ -5963,4 +6116,4 @@ void StackAndSort( BOOLEAN fRestrictToAmmo )
|
||||
//HandleAllReachAbleItemsInTheSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pImpButtonText[11] );
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user