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Convert functions and globals to SoldierID
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+30
-32
@@ -3287,9 +3287,9 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
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void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
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void InternalSelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect, BOOLEAN fFromUI )
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{
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SOLDIERTYPE *pSoldier, *pOldSoldier;
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SOLDIERTYPE *pSoldier, *pOldSoldier;
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// ARM: can't call SelectSoldier() in mapscreen, that will initialize interface panels!!!
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// ATE: Adjusted conditions a bit ( sometimes were not getting selected )
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@@ -3312,7 +3312,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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// Get guy
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pSoldier = MercPtrs[ usSoldierID ];
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pSoldier = usSoldierID;
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if( ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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@@ -3460,7 +3460,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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}
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void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
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void SelectSoldier( SoldierID usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect )
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{
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InternalSelectSoldier( usSoldierID, fAcknowledge, fForceReselect, FALSE );
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}
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@@ -3575,14 +3575,13 @@ void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator)
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ShowRadioLocator( usSoldierID, SHOW_LOCATOR_NORMAL );
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// FIRST CHECK IF WE ARE ON SCREEN
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if ( GridNoOnScreen( MercPtrs[ usSoldierID ]->sGridNo ) )
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if ( GridNoOnScreen( usSoldierID->sGridNo ) )
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{
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return;
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}
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// sGridNo here for DG compatibility
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gTacticalStatus.sSlideTarget = MercPtrs[ usSoldierID ]->sGridNo;
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gTacticalStatus.sSlideReason = usReasonID;
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gTacticalStatus.sSlideTarget = usSoldierID->sGridNo;
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// Plot new path!
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gfPlotNewMovement = TRUE;
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@@ -3612,8 +3611,8 @@ void SlideToLocation( INT32 sDestGridNo )
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void RebuildAllSoldierShadeTables( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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// Loop through all mercs and make go
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for ( pSoldier = Menptr, cnt = 0; cnt < TOTAL_SOLDIERS; pSoldier++, cnt++ )
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@@ -3628,11 +3627,11 @@ void RebuildAllSoldierShadeTables( )
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void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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{
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INT32 cnt;
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INT32 iNewSelectedSoldier = -1;
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SOLDIERTYPE *pTeamSoldier;
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BOOLEAN fMissionFailed = TRUE;
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INT8 bBuddyIndex;
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INT32 cnt;
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INT32 iNewSelectedSoldier = -1;
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SOLDIERTYPE *pTeamSoldier;
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BOOLEAN fMissionFailed = TRUE;
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INT8 bBuddyIndex;
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VerifyPublicOpplistDueToDeath( pSoldier );
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@@ -4169,7 +4168,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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// killing crows/cows is not worth any experience!
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if ( ( pSoldierOld->ubBodyType != CROW ) && ( pSoldierOld->ubBodyType != COW ) ) //&& pSoldierOld->ubLastDamageReason != TAKE_DAMAGE_BLOODLOSS ) // SANDRO - why not give exp for bleeding out?
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{
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UINT16 ubAssister = NOBODY;
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SoldierID ubAssister = NOBODY;
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// if it was a kill by a player's merc
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if (pSoldierOld->ubAttackerID != NOBODY && pSoldierOld->ubAttackerID->bTeam == gbPlayerNum )
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@@ -4218,10 +4217,10 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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}
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// if it was assisted by a player's merc
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if (ubAssister != NOBODY && MercPtrs[ ubAssister ]->bTeam == gbPlayerNum )
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if (ubAssister != NOBODY && ubAssister->bTeam == gbPlayerNum )
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{
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// EXPERIENCE CLASS GAIN: Earned an assist
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StatChange( MercPtrs[ ubAssister ], EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
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StatChange( ubAssister, EXPERAMT, (UINT16)( 5 * pSoldierOld->stats.bExpLevel ), FALSE );
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}
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}
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@@ -4252,7 +4251,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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if( Get3RandomQualifiedMercs( &SoldierId1, &SoldierId2, NULL ) != 0 )
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{
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//Say the "he blew himself up quote"
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TacticalCharacterDialogue( &Menptr[SoldierId1], QUOTE_GREETING );
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TacticalCharacterDialogue( SoldierId1, QUOTE_GREETING );
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//if there isnt a second soldier
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if( SoldierId2 == NOBODY )
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@@ -4261,7 +4260,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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}
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//say the "darn he took the inventoruy with him"
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TacticalCharacterDialogue( &Menptr[SoldierId2], QUOTE_SMALL_TALK );
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TacticalCharacterDialogue( SoldierId2, QUOTE_SMALL_TALK );
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}
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}
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#endif
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@@ -4272,7 +4271,7 @@ void HandleNPCTeamMemberDeath( SOLDIERTYPE *pSoldierOld )
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UINT16 LastActiveTeamMember( UINT16 ubTeam )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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cnt = gTacticalStatus.Team[ ubTeam ].bLastID;
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@@ -4682,8 +4681,8 @@ SOLDIERTYPE * CivilianGroupMemberChangesSides( SOLDIERTYPE * pAttacked )
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void CivilianGroupChangesSides( UINT8 ubCivilianGroup )
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{
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// change civ group side due to external event (wall blowing up)
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INT32 cnt;
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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gTacticalStatus.fCivGroupHostile[ ubCivilianGroup ] = CIV_GROUP_HOSTILE;
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@@ -4741,9 +4740,8 @@ void HickCowAttacked( SOLDIERTYPE * pNastyGuy, SOLDIERTYPE * pTarget )
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void MilitiaChangesSides( )
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{
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// make all the militia change sides
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INT32 cnt;
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SOLDIERTYPE * pSoldier;
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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if ( gTacticalStatus.Team[ MILITIA_TEAM ].bMenInSector == 0 )
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{
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@@ -4783,7 +4781,7 @@ gTacticalStatus.fCivGroupHostile[ ubLoop ] = CIV_GROUP_HOSTILE;
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UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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UINT16 ubCount = 0;
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cnt = gTacticalStatus.Team[ ubTeam ].bFirstID;
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@@ -4801,11 +4799,11 @@ UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam )
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}
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UINT16 FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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SoldierID FindNextActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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{
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UINT16 bLastTeamID;
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UINT16 cnt;
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SOLDIERTYPE *pTeamSoldier;
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SOLDIERTYPE *pTeamSoldier;
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cnt = pSoldier->ubID + 1;
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bLastTeamID = gTacticalStatus.Team[ pSoldier->bTeam ].bLastID;
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@@ -4915,11 +4913,11 @@ SOLDIERTYPE *FindNextActiveSquad( SOLDIERTYPE *pSoldier )
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}
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UINT16 FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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SoldierID FindPrevActiveAndAliveMerc( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
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{
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UINT16 bLastTeamID;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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UINT16 bLastTeamID;
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INT32 cnt;
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SOLDIERTYPE *pTeamSoldier;
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// loop back
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