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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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+15
-15
@@ -29,12 +29,12 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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// add the guy to the dead list
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//AddCharacterToDeadList( pSoldier );
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// If in a vehicle, remove them!
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// If in a vehicle, remove them!
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if( ( pSoldier->bAssignment == VEHICLE ) && ( pSoldier->iVehicleId != -1 ) )
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{
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// remove from vehicle
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TakeSoldierOutOfVehicle( pSoldier );
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}
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}
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// if not in mapscreen
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if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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@@ -47,10 +47,10 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
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}
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else if( ( pSoldier -> bLife == 0 )&&( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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else if( ( pSoldier->stats.bLife == 0 )&&( pSoldier->bAssignment != ASSIGNMENT_DEAD ) )
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{
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// died in mapscreen
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fReDrawFace = TRUE;
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// dead
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@@ -62,22 +62,22 @@ BOOLEAN HandleStrategicDeath( SOLDIERTYPE *pSoldier )
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ChangeSoldiersAssignment( pSoldier, ASSIGNMENT_DEAD );
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//s et breath and breath max to 0
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pSoldier -> bBreath = pSoldier->bBreathMax = 0;
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pSoldier->bBreath = pSoldier->bBreathMax = 0;
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// rebuild list
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ReBuildCharactersList( );
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// ste merc as dead
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// pSoldier->fUIdeadMerc = TRUE;
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// attempt o remove character from squad
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// pSoldier->flags.fUIdeadMerc = TRUE;
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// attempt to remove character from squad
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RemoveCharacterFromSquads( pSoldier );
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// handle any passign comments by grunts
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HandleSoldierDeadComments( pSoldier );
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// put the dead guys down
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AddDeadSoldierToUnLoadedSector( ( UINT8 ) ( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ), pSoldier->bSectorZ, pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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AddDeadSoldierToUnLoadedSector( ( UINT8 ) ( pSoldier->sSectorX ), ( UINT8 )( pSoldier->sSectorY ), pSoldier->bSectorZ, pSoldier, RandomGridNo(), ADD_DEAD_SOLDIER_TO_SWEETSPOT );
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fTeamPanelDirty = TRUE;
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fMapPanelDirty = TRUE;
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@@ -99,11 +99,11 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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// IF IT'S THE SELECTED GUY, MAKE ANOTHER SELECTED!
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cnt = gTacticalStatus.Team[ pSoldier->bTeam ].bFirstID;
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// see if this was the friend of a living merc
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
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{
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if ( pTeamSoldier->bLife >= OKLIFE && pTeamSoldier->bActive )
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{
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive )
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{
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bBuddyIndex = WhichBuddy( pTeamSoldier->ubProfile, pSoldier->ubProfile );
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switch( bBuddyIndex )
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@@ -128,4 +128,4 @@ void HandleSoldierDeadComments( SOLDIERTYPE *pSoldier )
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return;
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}
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}
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