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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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+8
-5
@@ -35,7 +35,7 @@ enum{
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// ATE: Added so we can have no current squad
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// happens in we move off sector via tactical, but nobody is left!
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#define NO_CURRENT_SQUAD NUMBER_OF_SQUADS
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#define NO_CURRENT_SQUAD NUMBER_OF_SQUADS
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// ptrs to soldier types of squads and their members
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@@ -90,7 +90,7 @@ BOOLEAN SectorSquadIsIn(INT8 bSquadValue, INT16 *sMapX, INT16 *sMapY, INT16 *sMa
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void RebuildCurrentSquad( void );
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// copy path of squad to character
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BOOLEAN CopyPathOfSquadToCharacter( SOLDIERTYPE *pCharacter, INT8 bSquadValue );
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BOOLEAN CopyPathOfSquadToCharacter( SOLDIERTYPE *pCharacter, INT8 bSquadValue );
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// copy path from character back to squad
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BOOLEAN CopyPathOfCharacterToSquad( SOLDIERTYPE *pCharacter, INT8 bSquadValue );
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@@ -101,6 +101,9 @@ INT32 CurrentSquad( void );
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// add character to unique squad (returns the squad #, -1 if failed)
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INT8 AddCharacterToUniqueSquad( SOLDIERTYPE *pCharacter );
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// resort the squad by ubID
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void SortSquadByID( INT8 bSquadValue );
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// is this squad empty?
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BOOLEAN SquadIsEmpty( INT8 bSquadValue );
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@@ -118,7 +121,7 @@ void SetDefaultSquadOnSectorEntry( BOOLEAN fForce );
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INT32 GetLastSquadActive( void );
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// set squads between sector position
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void SetSquadPositionBetweenSectors( UINT8 ubNextX, UINT8 ubNextY, UINT8 ubPrevX, UINT8 ubPrevY, UINT32 uiTraverseTime, UINT32 uiArriveTime, UINT8 ubSquadValue );
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void SetSquadPositionBetweenSectors( UINT8 ubNextX, UINT8 ubNextY, UINT8 ubPrevX, UINT8 ubPrevY, UINT32 uiTraverseTime, UINT32 uiArriveTime, UINT8 ubSquadValue );
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// get squads between sector positions and times
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void GetSquadPosition( UINT8 *ubNextX, UINT8 *ubNextY, UINT8 *ubPrevX, UINT8 *ubPrevY, UINT32 *uiTraverseTime, UINT32 *uiArriveTime, UINT8 ubSquadValue );
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@@ -144,7 +147,7 @@ BOOLEAN IsSquadInSector( SOLDIERTYPE *pSoldier, UINT8 ubSquad );
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// is any merc on squad asleep?
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BOOLEAN IsAnyMercOnSquadAsleep( UINT8 ubSquadValue );
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// is therea dead guy here
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// is therea dead guy here
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BOOLEAN IsDeadGuyInThisSquadSlot( INT8 bSlotId, INT8 bSquadValue , INT8 *bNumberOfDeadGuysSoFar );
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// dead soldier was on squad
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@@ -153,7 +156,7 @@ BOOLEAN SoldierIsDeadAndWasOnSquad( SOLDIERTYPE *pSoldier, INT8 bSquadValue );
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// now reset the table for these mercs
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BOOLEAN ResetDeadSquadMemberList( INT32 iSquadValue );
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// this passed soldier on the current squad int he tactical map
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// this passed soldier on the current squad int he tactical map
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BOOLEAN IsMercOnCurrentSquad( SOLDIERTYPE *pSoldier );
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// is this squad filled up?
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