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Merged Multi Player Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2144 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -42,6 +42,8 @@
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#include <vector>
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#endif
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#include "connect.h"
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#ifdef JA2EDITOR
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#include "Soldier Init List.h"
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extern SOLDIERINITNODE *gpSelected;
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@@ -1180,6 +1182,7 @@ void RenderOverheadOverlays()
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{ //loop through all soldiers.
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end = MAX_NUM_SOLDIERS;
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}
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if(is_networked)end = MAX_NUM_SOLDIERS;
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for( i = 0; i < end; i++ )
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{
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@@ -1200,7 +1203,14 @@ void RenderOverheadOverlays()
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if( !gfTacticalPlacementGUIActive && pSoldier->bLastRenderVisibleValue == -1 && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
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{
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continue;
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//hayden
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if(is_networked && pSoldier->bSide==0)
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{
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}
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else
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{
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continue;// ie dont render
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}
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}
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if ( pSoldier->sGridNo == NOWHERE )
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@@ -1263,6 +1273,16 @@ void RenderOverheadOverlays()
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#endif
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if( !gfTacticalPlacementGUIActive )
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{ //normal
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if(is_networked)
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{
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if(pSoldier->bTeam!=0)
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{
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if(pSoldier->bSide==1)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 1 );
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if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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}
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else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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}
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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@@ -1287,6 +1307,16 @@ void RenderOverheadOverlays()
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}
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else
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{ //normal
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if(is_networked)
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{
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if(pSoldier->bTeam!=0)
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{
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if(pSoldier->bSide==1)continue;//dont render enemy
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if(pSoldier->bSide==0)Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, 3 );
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}
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else Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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}
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else
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Blt8BPPDataTo16BPPBufferTransparent((UINT16*)pDestBuf, uiDestPitchBYTES, hVObject, sX, sY, pSoldier->bTeam );
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RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, sX, sY, (INT16)(sX + 3), (INT16)(sY + 9));
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}
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