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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -54,7 +54,7 @@ void CancelPathForCharacter( SOLDIERTYPE *pCharacter );
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void CancelPathForVehicle( VEHICLETYPE *pVehicle, BOOLEAN fAlreadyReversed );
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void CancelPathForGroup( GROUP *pGroup );
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// check if we have waited long enought o update temp path
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// check if we have waited long enought object update temp path
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void DisplayThePotentialPathForHelicopter(INT16 sMapX, INT16 sMapY );
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// clear out helicopter list after this sector
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@@ -115,13 +115,13 @@ void CreateDestroyMilitiaPopUPRegions( void );
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BOOLEAN DrawMilitiaPopUpBox( void );
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//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
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//Returns true if the player knows how many enemies are in the sector if that number is greater than 0.
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//Returns false for all other cases.
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UINT32 WhatPlayerKnowsAboutEnemiesInSector( INT16 sSectorX, INT16 sSectorY );
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//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
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//There is a special case flag used when players encounter enemies in a sector, then retreat. The number of enemies
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//will display on mapscreen until time is compressed. When time is compressed, the flag is cleared, and
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//a question mark is displayed to reflect that the player no longer knows. This is the function that clears that
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//flag.
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void ClearAnySectorsFlashingNumberOfEnemies();
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@@ -177,17 +177,17 @@ enum {
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//#define MAP_VIEW_HEIGHT 298
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// zoomed in grid sizes
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#define MAP_GRID_ZOOM_X MAP_GRID_X*2
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#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
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#define MAP_GRID_ZOOM_X MAP_GRID_X*2
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#define MAP_GRID_ZOOM_Y MAP_GRID_Y*2
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// number of units wide
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#define WORLD_MAP_X 18
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#define WORLD_MAP_X 18
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// dirty regions for the map
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#define DMAP_GRID_X ( MAP_GRID_X + 1 )
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#define DMAP_GRID_Y ( MAP_GRID_Y + 1 )
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#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
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#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
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#define DMAP_GRID_ZOOM_X ( MAP_GRID_ZOOM_X+1)
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#define DMAP_GRID_ZOOM_Y ( MAP_GRID_ZOOM_Y+1)
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// Orta position on the map
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@@ -200,7 +200,7 @@ enum {
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// what are we showing?..teams/vehicles
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// Show values
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#define SHOW_TEAMMATES 1
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#define SHOW_VEHICLES 2
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#define SHOW_VEHICLES 2
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// wait time until temp path is drawn, from placing cursor on a map grid
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@@ -263,7 +263,7 @@ extern INT8 bSelectedContractChar;
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extern UINT32 guiMAPCURSORS;
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// has temp path for character path or helicopter been already drawn
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extern BOOLEAN fTempPathAlreadyDrawn;
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extern BOOLEAN fTempPathAlreadyDrawn;
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// map view region clipping rect
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extern SGPRect MapScreenRect;
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