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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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+17
-18
@@ -3,13 +3,12 @@
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#include <string.h>
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#include <stdio.h>
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//#include "container.h"
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#include "Soldier Control.h"
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#include "overhead types.h"
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#include "soldier find.h"
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#define ADD_SOLDIER_NO_PROFILE_ID 200
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#define MAX_REALTIME_SPEED_VAL 10
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#define MAX_REALTIME_SPEED_VAL 10
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/*
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enum
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@@ -45,7 +44,7 @@ typedef struct
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{
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UINT8 bFirstID;
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UINT8 bLastID;
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COLORVAL RadarColor;
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COLORVAL RadarColor;
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INT8 bSide;
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INT8 bMenInSector;
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UINT8 ubLastMercToRadio;
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@@ -143,7 +142,7 @@ typedef struct
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BOOLEAN ubItemsSeenOnAttackSoldier;
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BOOLEAN fBeenInCombatOnce;
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BOOLEAN fSaidCreatureSmellQuote;
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UINT16 usItemsSeenOnAttackGridNo;
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INT16 sItemsSeenOnAttackGridNo;
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BOOLEAN fLockItemLocators;
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UINT8 ubLastQuoteSaid;
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UINT8 ubLastQuoteProfileNUm;
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@@ -174,14 +173,14 @@ typedef struct
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INT8 bGuideDescriptionSectorX;
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INT8 bGuideDescriptionSectorY;
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INT8 fEnemyFlags;
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BOOLEAN fAutoBandagePending;
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BOOLEAN fHasEnteredCombatModeSinceEntering;
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BOOLEAN fDontAddNewCrows;
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UINT8 ubMorePadding;
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UINT16 sCreatureTenseQuoteDelay;
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UINT32 uiCreatureTenseQuoteLastUpdate;
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BOOLEAN fAutoBandagePending;
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BOOLEAN fHasEnteredCombatModeSinceEntering;
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BOOLEAN fDontAddNewCrows;
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UINT8 ubMorePadding;
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UINT16 sCreatureTenseQuoteDelay;
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UINT32 uiCreatureTenseQuoteLastUpdate;
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// PADDING GONE!!!!!
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// PADDING GONE!!!!!
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} TacticalStatusType;
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@@ -198,7 +197,7 @@ extern CHAR8 gzDirectionStr[][ 30 ];
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// TEMP FOR E3
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extern UINT8 gubCurrentScene;
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extern CHAR8 *GetSceneFilename( );
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extern CHAR8 *GetSceneFilename( );
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extern INT8 ubLevelMoveLink[ 10 ];
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// Soldier List used for all soldier overhead interaction
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@@ -233,7 +232,7 @@ extern BOOLEAN FlatRoofAboveGridNo( INT32 iMapIndex );
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BOOLEAN ExecuteOverhead( );
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BOOLEAN ResetAllAnimationCache( );
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BOOLEAN ResetAllAnimationCache( );
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void EndTurn( );
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void EndTurn( UINT8 ubNextTeam );
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@@ -241,12 +240,12 @@ void EndTurn( UINT8 ubNextTeam );
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void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode );
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void EndTacticalDemo( );
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void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
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void SelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fForceReselect );
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//Kaiden: Function declaration from UB to reveal all items after combat.
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void RevealAllDroppedEnemyItems();
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void LocateGridNo( UINT16 sGridNo );
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void LocateGridNo( INT16 sGridNo );
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void LocateSoldier( UINT16 usID, BOOLEAN fSetLocator);
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void BeginTeamTurn( UINT8 ubTeam );
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@@ -268,7 +267,7 @@ void StopMercAnimation( BOOLEAN fStop );
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UINT32 EnterTacticalDemoMode();
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BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, UINT16 usMapPos );
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BOOLEAN UIOKMoveDestination( SOLDIERTYPE *pSoldier, INT16 sMapPos );
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INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirection, INT16 *psAdjustedGridNo, BOOLEAN fForceToPerson, BOOLEAN fDoor );
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@@ -285,7 +284,7 @@ BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID );
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INT32 GetFreeMercSlot(void);
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void RecountMercSlots(void);
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INT32 AddMercSlot( SOLDIERTYPE *pSoldier );
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BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier );
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BOOLEAN RemoveMercSlot( SOLDIERTYPE *pSoldier );
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INT32 AddAwaySlot( SOLDIERTYPE *pSoldier );
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BOOLEAN RemoveAwaySlot( SOLDIERTYPE *pSoldier );
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@@ -308,7 +307,7 @@ SOLDIERTYPE * FreeUpAttacker( );
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BOOLEAN PlayerTeamFull( );
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void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
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void SetActionToDoOnceMercsGetToLocation( UINT8 ubActionCode, INT8 bNumMercsWaiting, UINT32 uiData1, UINT32 uiData2, UINT32 uiData3 );
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void ResetAllMercSpeeds( );
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