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:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+68 -66
View File
@@ -2,7 +2,7 @@
#include "Tactical All.h"
#include "PreBattle Interface.h"
#else
#include "Soldier Control.h"
#include "Militia Control.h"
#include "Town Militia.h"
#include "Soldier Init List.h"
@@ -34,6 +34,11 @@
#include "MilitiaSquads.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
BOOLEAN gfStrategicMilitiaChangesMade = FALSE;
BOOLEAN fFirstClickInMilitiaControlScreenMask = FALSE;
@@ -120,11 +125,9 @@ extern BOOLEAN SoldierCanAffordNewStance( SOLDIERTYPE *pSoldier, UINT8 ubDesired
void ResetMilitia()
{
BOOLEAN fBattleInProgress = FALSE;
UINT8 ubNumGreen = 0;
UINT8 ubNumReg = 0;
UINT8 ubNumVet = 0;
//UINT32 cnt;
// if ( gWorldSectorX !=0 && gWorldSectorY != 0 && NumEnemiesInSector( gWorldSectorX, gWorldSectorY ) )
// fBattleInProgress = TRUE;
@@ -132,7 +135,7 @@ void ResetMilitia()
// 0verhaul: Instead of relying on the "changes made" flag, which isn't even saved in a saved game and therefore not
// reliable, we'll just do this the hard way, by taking inventory.
// gfStrategicMilitiaChangesMade = FALSE;
// for (cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; cnt++)
// for (UINT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID; cnt <= gTacticalStatus.Team[MILITIA_TEAM].bLastID; cnt++)
// {
// if (!MercPtrs[cnt]->bActive)
// {
@@ -224,7 +227,8 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
for (int i=0; i<TOTAL_SOLDIERS; i++)
{
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
//CHRISL: What's this assert for?
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
}
pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
@@ -280,7 +284,8 @@ void PrepareMilitiaForTactical( BOOLEAN fPrepareAll)
for (int i=0; i<TOTAL_SOLDIERS; i++)
{
Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
//CHRISL: What's this assert for?
//Assert( !MercPtrs[i]->bActive || !MercPtrs[i]->bInSector || MercPtrs[i]->sGridNo != NOWHERE);
}
}
@@ -300,7 +305,7 @@ void HandleMilitiaPromotions( void )
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 ( pTeamSoldier->ubMilitiaKills > 0 )
{
@@ -404,8 +409,6 @@ void MilitiaControlMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
void DetermineWhichMilitiaControlMenusCanBeShown( void )
{
BOOLEAN fCharacterNoLongerValid = FALSE;
SOLDIERTYPE *pSoldier = NULL;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
if( fShowMapScreenMovementList == TRUE )
@@ -579,7 +582,6 @@ void CreateDestroyMouseRegionsForMilitiaControlMenu( void )
INT32 iFontHeight = 0;
INT32 iBoxXPosition = 0;
INT32 iBoxYPosition = 0;
SOLDIERTYPE *pSoldier = NULL;
SGPPoint pPosition;
INT32 iBoxWidth = 0;
SGPRect pDimensions;
@@ -1019,7 +1021,7 @@ void HandleShadingOfLinesForMilitiaControlMenu( void )
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
// Check LOS!
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
if ( SoldierTo3DLocationLineOfSightTest( pSoldier, pTMilitiaSoldier->sGridNo, pTMilitiaSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ATTACK );
UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_HOLD );
@@ -1213,12 +1215,12 @@ BOOLEAN CheckIfRadioIsEquipped( void )
//// stand up!
//pSoldier->bAction = AI_ACTION_CHANGE_STANCE;
//pSoldier->usActionData = ANIM_STAND;
//pSoldier->aiData.usActionData = ANIM_STAND;
//
//
//pSoldier->bAction = pSoldier->bNextAction;
//pSoldier->usActionData = pSoldier->usNextActionData;
//pSoldier->aiData.usActionData = pSoldier->usNextActionData;
//pSoldier->bTargetLevel = pSoldier->bNextTargetLevel;
//pSoldier->bNextAction = AI_ACTION_NONE;
//pSoldier->usNextActionData = 0;
@@ -1270,18 +1272,18 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
{
case( MILCON_MENU_ATTACK ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
// Attack !!!
pTMilitiaSoldier->bOrders = SEEKENEMY;
pTMilitiaSoldier->bAttitude = AGGRESSIVE;
pTMilitiaSoldier->aiData.bOrders = SEEKENEMY;
pTMilitiaSoldier->aiData.bAttitude = AGGRESSIVE;
pTMilitiaSoldier->usUIMovementMode = RUNNING;
if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
//ubVolume = CalcScreamVolume( pSoldier, 10 );
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->pathing.bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
}
}
@@ -1303,11 +1305,11 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
case( MILCON_MENU_HOLD ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
//Hold Position !!!
//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Hold Position" );
pTMilitiaSoldier->bOrders = STATIONARY;
pTMilitiaSoldier->aiData.bOrders = STATIONARY;
//pTMilitiaSoldier->bAttitude = DEFENSIVE;
}
@@ -1329,27 +1331,27 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
case( MILCON_MENU_RETREAT ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
INT16 sActionGridNo;
pTMilitiaSoldier->bOrders = FARPATROL;
pTMilitiaSoldier->bAttitude = DEFENSIVE;
pTMilitiaSoldier->aiData.bOrders = FARPATROL;
pTMilitiaSoldier->aiData.bAttitude = DEFENSIVE;
pTMilitiaSoldier->usUIMovementMode = RUNNING;
// set up next action to run away
sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
pTMilitiaSoldier->usNextActionData = sActionGridNo;
pTMilitiaSoldier->aiData.usNextActionData = sActionGridNo;
if ( pTMilitiaSoldier->usNextActionData != NOWHERE )
if ( pTMilitiaSoldier->aiData.usNextActionData != NOWHERE )
{
pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY;
pTMilitiaSoldier->usActionData = ANIM_STAND;
pTMilitiaSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
pTMilitiaSoldier->aiData.usActionData = ANIM_STAND;
// SEND PENDING ACTION
pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
pTMilitiaSoldier->ubPendingActionAnimCount = 0;
pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo;
pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
}
if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
@@ -1376,7 +1378,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
case( MILCON_MENU_COMETOME ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
UINT8 ubDirection;
@@ -1392,9 +1394,9 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
{
// SEND PENDING ACTION
//pTMilitiaSoldier->ubPendingAction = MERC_STEAL;
pTMilitiaSoldier->sPendingActionData2 = pSoldier->sGridNo;
pTMilitiaSoldier->aiData.sPendingActionData2 = pSoldier->sGridNo;
//pTMilitiaSoldier->bPendingActionData3 = ubDirection;
pTMilitiaSoldier->ubPendingActionAnimCount = 0;
pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
pTMilitiaSoldier->usUIMovementMode = RUNNING;
// CHECK IF WE ARE AT THIS GRIDNO NOW
@@ -1425,7 +1427,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
case( MILCON_MENU_GETDOWN ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
{
@@ -1453,18 +1455,18 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
case( MILCON_MENU_TAKE_COVER ):
{
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
INT16 sActionGridNo;
INT32 iDummy;
sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->bAIMorale,&iDummy);
sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->aiData.bAIMorale,&iDummy);
if ( sActionGridNo != NOWHERE )
{
// SEND PENDING ACTION
pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
pTMilitiaSoldier->ubPendingActionAnimCount = 0;
pTMilitiaSoldier->aiData.sPendingActionData2 = sActionGridNo;
pTMilitiaSoldier->aiData.ubPendingActionAnimCount = 0;
pTMilitiaSoldier->usUIMovementMode = RUNNING;
// CHECK IF WE ARE AT THIS GRIDNO NOW
@@ -1501,10 +1503,10 @@ 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) )
{
pTeamSoldier->bOrders = SEEKENEMY;
pTeamSoldier->bAttitude = AGGRESSIVE;
pTeamSoldier->aiData.bOrders = SEEKENEMY;
pTeamSoldier->aiData.bAttitude = AGGRESSIVE;
pTeamSoldier->usUIMovementMode = RUNNING;
}
}
@@ -1534,10 +1536,10 @@ 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) )
{
pTeamSoldier->bOrders = STATIONARY;
pTeamSoldier->bAttitude = DEFENSIVE;
pTeamSoldier->aiData.bOrders = STATIONARY;
pTeamSoldier->aiData.bAttitude = DEFENSIVE;
}
}
@@ -1567,10 +1569,10 @@ 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) )
{
pTeamSoldier->bOrders = FARPATROL;
pTeamSoldier->bAttitude = DEFENSIVE;
pTeamSoldier->aiData.bOrders = FARPATROL;
pTeamSoldier->aiData.bAttitude = DEFENSIVE;
pTeamSoldier->usUIMovementMode = RUNNING;
//// set up next action to run away
@@ -1585,16 +1587,16 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
// set up next action to run away
sActionGridNo = FindSpotMaxDistFromOpponents( pTeamSoldier );
pTeamSoldier->usNextActionData = sActionGridNo;
pTeamSoldier->aiData.usNextActionData = sActionGridNo;
if ( pTeamSoldier->usNextActionData != NOWHERE )
if ( pTeamSoldier->aiData.usNextActionData != NOWHERE )
{
pTeamSoldier->bNextAction = AI_ACTION_RUN_AWAY;
pTeamSoldier->usActionData = ANIM_STAND;
pTeamSoldier->aiData.bNextAction = AI_ACTION_RUN_AWAY;
pTeamSoldier->aiData.usActionData = ANIM_STAND;
// SEND PENDING ACTION
pTeamSoldier->sPendingActionData2 = sActionGridNo;
pTeamSoldier->ubPendingActionAnimCount = 0;
pTeamSoldier->aiData.sPendingActionData2 = sActionGridNo;
pTeamSoldier->aiData.ubPendingActionAnimCount = 0;
}
if ( pTeamSoldier->sGridNo != sActionGridNo )
@@ -1630,7 +1632,7 @@ 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 ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
{
@@ -1642,9 +1644,9 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
if ( sActionGridNo != -1 )
{
// SEND PENDING ACTION
pTeamSoldier->sPendingActionData2 = pSoldier->sGridNo;
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 )