mirror of
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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
This commit is contained in:
@@ -2,7 +2,7 @@
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#include "Tactical All.h"
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#include "PreBattle Interface.h"
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#else
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#include "Soldier Control.h"
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#include "Militia Control.h"
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#include "Town Militia.h"
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#include "Soldier Init List.h"
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@@ -34,6 +34,11 @@
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#include "MilitiaSquads.h"
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class SOLDIERTYPE;
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BOOLEAN gfStrategicMilitiaChangesMade = FALSE;
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BOOLEAN fFirstClickInMilitiaControlScreenMask = FALSE;
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@@ -120,11 +125,9 @@ extern BOOLEAN SoldierCanAffordNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesired
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void ResetMilitia()
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{
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BOOLEAN fBattleInProgress = FALSE;
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UINT8 ubNumGreen = 0;
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UINT8 ubNumReg = 0;
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UINT8 ubNumVet = 0;
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//UINT32 cnt;
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// if ( gWorldSectorX !=0 && gWorldSectorY != 0 && NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
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// fBattleInProgress = TRUE;
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@@ -132,7 +135,7 @@ void ResetMilitia()
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// 0verhaul: Instead of relying on the "changes made" flag, which isn't even saved in a saved game and therefore not
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// reliable, we'll just do this the hard way, by taking inventory.
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// gfStrategicMilitiaChangesMade = FALSE;
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// for (cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; cnt++)
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// for (UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; cnt++)
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// {
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// if (!MercPtrs[cnt]->bActive)
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// {
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@@ -224,7 +227,8 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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//CHRISL: What's this assert for?
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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}
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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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@@ -280,7 +284,8 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
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for (int i=0; i<TOTAL_SOLDIERS; i++)
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{
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Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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//CHRISL: What's this assert for?
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//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
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}
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}
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@@ -300,7 +305,7 @@ void HandleMilitiaPromotions( void )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
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{
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if ( pTeamSoldier->ubMilitiaKills > 0 )
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{
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@@ -404,8 +409,6 @@ void MilitiaControlMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void DetermineWhichMilitiaControlMenusCanBeShown( void )
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{
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BOOLEAN fCharacterNoLongerValid = FALSE;
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SOLDIERTYPE *pSoldier = NULL;
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if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
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{
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if( fShowMapScreenMovementList == TRUE )
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@@ -579,7 +582,6 @@ void CreateDestroyMouseRegionsForMilitiaControlMenu( void )
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INT32 iFontHeight = 0;
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INT32 iBoxXPosition = 0;
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INT32 iBoxYPosition = 0;
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SOLDIERTYPE *pSoldier = NULL;
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SGPPoint pPosition;
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INT32 iBoxWidth = 0;
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SGPRect pDimensions;
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@@ -1019,7 +1021,7 @@ void HandleShadingOfLinesForMilitiaControlMenu( void )
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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// Check LOS!
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
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{
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ATTACK );
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_HOLD );
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@@ -1213,12 +1215,12 @@ BOOLEAN CheckIfRadioIsEquipped( void )
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//// stand up!
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//pSoldier->bAction = AI_ACTION_CHANGE_STANCE;
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//pSoldier->usActionData = ANIM_STAND;
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//pSoldier->aiData.usActionData = ANIM_STAND;
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//
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//
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//pSoldier->bAction = pSoldier->bNextAction;
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//pSoldier->usActionData = pSoldier->usNextActionData;
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//pSoldier->aiData.usActionData = pSoldier->usNextActionData;
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//pSoldier->bTargetLevel = pSoldier->bNextTargetLevel;
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//pSoldier->bNextAction = AI_ACTION_NONE;
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//pSoldier->usNextActionData = 0;
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@@ -1270,18 +1272,18 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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{
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case( MILCON_MENU_ATTACK ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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// Attack !!!
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pTMilitiaSoldier->bOrders = SEEKENEMY;
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pTMilitiaSoldier->bAttitude = AGGRESSIVE;
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pTMilitiaSoldier->aiData.bOrders = SEEKENEMY;
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pTMilitiaSoldier->aiData.bAttitude = AGGRESSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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//ubVolume = CalcScreamVolume( pSoldier, 10 );
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MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
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MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
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}
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}
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@@ -1303,11 +1305,11 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_HOLD ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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//Hold Position !!!
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//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Hold Position" );
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pTMilitiaSoldier->bOrders = STATIONARY;
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pTMilitiaSoldier->aiData.bOrders = STATIONARY;
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//pTMilitiaSoldier->bAttitude = DEFENSIVE;
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}
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@@ -1329,27 +1331,27 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_RETREAT ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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INT16 sActionGridNo;
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pTMilitiaSoldier->bOrders = FARPATROL;
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pTMilitiaSoldier->bAttitude = DEFENSIVE;
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pTMilitiaSoldier->aiData.bOrders = FARPATROL;
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pTMilitiaSoldier->aiData.bAttitude = DEFENSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// set up next action to run away
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sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
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pTMilitiaSoldier->usNextActionData = sActionGridNo;
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pTMilitiaSoldier->aiData.usNextActionData = sActionGridNo;
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if ( pTMilitiaSoldier->usNextActionData != NOWHERE )
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if ( pTMilitiaSoldier->aiData.usNextActionData != NOWHERE )
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{
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pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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pTMilitiaSoldier->usActionData = ANIM_STAND;
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pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
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pTMilitiaSoldier->aiData.usActionData = ANIM_STAND;
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
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}
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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@@ -1376,7 +1378,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_COMETOME ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
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UINT8 ubDirection;
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@@ -1392,9 +1394,9 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// SEND PENDING ACTION
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//pTMilitiaSoldier->ubPendingAction = MERC_STEAL;
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pTMilitiaSoldier->sPendingActionData2 = pSoldier->sGridNo;
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pTMilitiaSoldier->aiData.sPendingActionData2 = pSoldier->sGridNo;
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//pTMilitiaSoldier->bPendingActionData3 = ubDirection;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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@@ -1425,7 +1427,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_GETDOWN ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
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{
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@@ -1453,18 +1455,18 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_TAKE_COVER ):
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
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{
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INT16 sActionGridNo;
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INT32 iDummy;
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sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->bAIMorale,&iDummy);
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sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->aiData.bAIMorale,&iDummy);
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if ( sActionGridNo != NOWHERE )
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{
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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@@ -1501,10 +1503,10 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = SEEKENEMY;
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pTeamSoldier->bAttitude = AGGRESSIVE;
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pTeamSoldier->aiData.bOrders = SEEKENEMY;
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pTeamSoldier->aiData.bAttitude = AGGRESSIVE;
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pTeamSoldier->usUIMovementMode = RUNNING;
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}
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}
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@@ -1534,10 +1536,10 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = STATIONARY;
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pTeamSoldier->bAttitude = DEFENSIVE;
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pTeamSoldier->aiData.bOrders = STATIONARY;
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pTeamSoldier->aiData.bAttitude = DEFENSIVE;
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}
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}
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@@ -1567,10 +1569,10 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = FARPATROL;
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pTeamSoldier->bAttitude = DEFENSIVE;
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pTeamSoldier->aiData.bOrders = FARPATROL;
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pTeamSoldier->aiData.bAttitude = DEFENSIVE;
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pTeamSoldier->usUIMovementMode = RUNNING;
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//// set up next action to run away
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@@ -1585,16 +1587,16 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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// set up next action to run away
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sActionGridNo = FindSpotMaxDistFromOpponents( pTeamSoldier );
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pTeamSoldier->usNextActionData = sActionGridNo;
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pTeamSoldier->aiData.usNextActionData = sActionGridNo;
|
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|
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if ( pTeamSoldier->usNextActionData != NOWHERE )
|
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if ( pTeamSoldier->aiData.usNextActionData != NOWHERE )
|
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{
|
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pTeamSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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pTeamSoldier->usActionData = ANIM_STAND;
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pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
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pTeamSoldier->aiData.usActionData = ANIM_STAND;
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// SEND PENDING ACTION
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pTeamSoldier->sPendingActionData2 = sActionGridNo;
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pTeamSoldier->ubPendingActionAnimCount = 0;
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pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo;
|
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pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
|
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}
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if ( pTeamSoldier->sGridNo != sActionGridNo )
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@@ -1630,7 +1632,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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|
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
{
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
|
||||
{
|
||||
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
|
||||
{
|
||||
@@ -1642,9 +1644,9 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
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if ( sActionGridNo != -1 )
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||||
{
|
||||
// SEND PENDING ACTION
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pTeamSoldier->sPendingActionData2 = pSoldier->sGridNo;
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pTeamSoldier->aiData.sPendingActionData2 = pSoldier->sGridNo;
|
||||
//pTeamSoldier->bPendingActionData3 = ubDirection;
|
||||
pTeamSoldier->ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->usUIMovementMode = RUNNING;
|
||||
|
||||
// CHECK IF WE ARE AT THIS GRIDNO NOW
|
||||
@@ -1685,7 +1687,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
{
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
|
||||
{
|
||||
|
||||
// See if we can get there
|
||||
@@ -1693,9 +1695,9 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
if ( sActionGridNo != -1 )
|
||||
{
|
||||
// SEND PENDING ACTION
|
||||
pTeamSoldier->sPendingActionData2 = sActionGridNo;
|
||||
pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo;
|
||||
//pTeamSoldier->bPendingActionData3 = ubDirection;
|
||||
pTeamSoldier->ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->usUIMovementMode = RUNNING;
|
||||
|
||||
// CHECK IF WE ARE AT THIS GRIDNO NOW
|
||||
@@ -1736,7 +1738,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
{
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
|
||||
{
|
||||
//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
|
||||
{
|
||||
@@ -1774,7 +1776,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
|
||||
//for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
//{
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
|
||||
// {
|
||||
// pTeamSoldier->usActionData = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->bAIMorale,&iDummy);
|
||||
//
|
||||
@@ -1798,17 +1800,17 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
|
||||
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
{
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
|
||||
if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->stats.bLife >= OKLIFE) )
|
||||
{
|
||||
// See if we can get there
|
||||
sActionGridNo = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->bAIMorale,&iDummy);
|
||||
sActionGridNo = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->aiData.bAIMorale,&iDummy);
|
||||
|
||||
if ( sActionGridNo != NOWHERE )
|
||||
{
|
||||
// SEND PENDING ACTION
|
||||
pTeamSoldier->sPendingActionData2 = sActionGridNo;
|
||||
pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo;
|
||||
//pTeamSoldier->bPendingActionData3 = ubDirection;
|
||||
pTeamSoldier->ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
|
||||
pTeamSoldier->usUIMovementMode = RUNNING;
|
||||
|
||||
// CHECK IF WE ARE AT THIS GRIDNO NOW
|
||||
@@ -1848,7 +1850,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
|
||||
// for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
// {
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
|
||||
// {
|
||||
|
||||
// //CREATURE_IMMOBILE = 2
|
||||
@@ -2254,7 +2256,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
//
|
||||
// for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
|
||||
// {
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
|
||||
// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->stats.bLife > 0 )
|
||||
// {
|
||||
//
|
||||
// if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
|
||||
@@ -2270,7 +2272,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
// //pTMilitiaSoldier->ubPendingAction = MERC_STEAL;
|
||||
// pTeamSoldier->sPendingActionData2 = pSoldier->sGridNo;
|
||||
// pTeamSoldier->bPendingActionData3 = ubDirection;
|
||||
// pTeamSoldier->ubPendingActionAnimCount = 0;
|
||||
// pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
|
||||
//
|
||||
// // CHECK IF WE ARE AT THIS GRIDNO NOW
|
||||
// if ( pTeamSoldier->sGridNo != sActionGridNo )
|
||||
|
||||
Reference in New Issue
Block a user