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SOLDIERTYPE::CreateSoldierCommon to SoldierID
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@@ -20,16 +20,16 @@ void DetermineOptimumAnimationCacheSize( )
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guiCacheSize = MIN_CACHE_SIZE;
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}
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BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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BOOLEAN InitAnimationCache( SoldierID usSoldierID, AnimationSurfaceCacheType *pAnimCache )
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{
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UINT32 cnt;
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// Allocate entries
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AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID ) );
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AnimDebugMsg( String( "*** Initializing anim cache surface for soldier %d", usSoldierID.i ) );
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pAnimCache->usCachedSurfaces = (UINT16 *) MemAlloc( sizeof( UINT16 ) * guiCacheSize );
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CHECKF( pAnimCache->usCachedSurfaces!= NULL );
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AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID ) );
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AnimDebugMsg( String( "*** Initializing anim cache hit counter for soldier %d", usSoldierID.i ) );
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pAnimCache->sCacheHits = (INT16 *) MemAlloc( sizeof( UINT16) * guiCacheSize );
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CHECKF( pAnimCache->sCacheHits!= NULL );
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@@ -41,7 +41,7 @@ BOOLEAN InitAnimationCache( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnim
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}
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pAnimCache->ubCacheSize = 0;
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// Zero surface databse history for this soldeir
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// Zero surface database history for this soldier
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ClearAnimationSurfacesUsageHistory( usSoldierID );
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return( TRUE );
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@@ -1,7 +1,7 @@
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#ifndef __ANIMATION_CACHE_H
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#define __ANIMATION_CACHE_H
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#include "types.h"
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#include "Overhead Types.h"
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#define MAX_CACHE_SIZE 20
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//#define MIN_CACHE_SIZE 2
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@@ -19,11 +19,11 @@ typedef struct
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extern UINT32 guiCacheSize;
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BOOLEAN GetCachedAnimationSurface( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache, UINT16 usSurfaceIndex, UINT16 usCurrentAnimation );
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BOOLEAN InitAnimationCache( UINT16 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 DetermineOptimumAnimationCacheSize( );
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void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheType *pAnimCache );
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#endif
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#endif
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@@ -3468,15 +3468,15 @@ void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceRese
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BOOLEAN ResetAllAnimationCache( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT16 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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{
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if ( pSoldier != NULL )
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{
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InitAnimationCache( (UINT16)cnt, &(pSoldier->AnimCache) );
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InitAnimationCache( cnt, &(pSoldier->AnimCache) );
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}
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@@ -2413,7 +2413,7 @@ void SOLDIERTYPE::DoNinjaAttack( void )
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}
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BOOLEAN SOLDIERTYPE::CreateSoldierCommon( UINT8 ubBodyType, UINT16 usSoldierID, UINT16 usState )
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BOOLEAN SOLDIERTYPE::CreateSoldierCommon( UINT8 ubBodyType, SoldierID usSoldierID, UINT16 usState )
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{
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BOOLEAN fSuccess = FALSE;
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INT32 iCounter = 0;
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@@ -1656,7 +1656,7 @@ public:
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BOOLEAN CreateSoldierLight( void );
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BOOLEAN DeleteSoldierLight( void );
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BOOLEAN CreateSoldierCommon( UINT8 ubBodyType, UINT16 usSoldierID, UINT16 usState );
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BOOLEAN CreateSoldierCommon( UINT8 ubBodyType, SoldierID usSoldierID, UINT16 usState );
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// Soldier Management functions, called by Event Pump.c
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@@ -1189,7 +1189,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT16
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// Copy into merc struct
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*MercPtrs[ Soldier.ubID ] = Soldier;
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// Alrighty then, we are set to create the merc, stuff after here can fail!
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CHECKF( MercPtrs[ Soldier.ubID ]->CreateSoldierCommon( Soldier.ubBodyType, Soldier.ubID, STANDING ) != FALSE );
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CHECKF( Soldier.ubID->CreateSoldierCommon( Soldier.ubBodyType, Soldier.ubID, STANDING ) != FALSE );
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}
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}
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else
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