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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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+12
-12
@@ -18,17 +18,17 @@ BOOLEAN TypeRangeExistsInObjectLayer( UINT32 iMapIndex, UINT32 fStartType, UINT3
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// Roof manipulation functions
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BOOLEAN RemoveRoof( UINT32 iMapIndex, UINT16 usIndex );
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LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex );
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LEVELNODE *AddRoofToTail( UINT32 iMapIndex, UINT16 usIndex );
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BOOLEAN AddRoofToHead( UINT32 iMapIndex, UINT16 usIndex );
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BOOLEAN TypeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusRoofIndex );
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BOOLEAN RemoveAllRoofsOfTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType );
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void SetAllRoofShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
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void AdjustAllRoofShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
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void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void RemoveRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void SetRoofIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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BOOLEAN TypeRangeExistsInRoofLayer( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT16 *pusRoofIndex );
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void SetWallLevelnodeFlags( UINT16 sGridNo, UINT32 uiFlags );
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void RemoveWallLevelnodeFlags( UINT16 sGridNo, UINT32 uiFlags );
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void SetWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags );
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void RemoveWallLevelnodeFlags( INT16 sGridNo, UINT32 uiFlags );
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BOOLEAN IndexExistsInRoofLayer( INT16 sGridNo, UINT16 usIndex );
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@@ -55,7 +55,7 @@ BOOLEAN ReplaceLandIndex( UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex
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BOOLEAN DeleteAllLandLayers( UINT32 iMapIndex );
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BOOLEAN InsertLandIndexAtLevel( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
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BOOLEAN RemoveHigherLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT32 **puiHigherTypes, UINT8 *pubNumHigherTypes );
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BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex );
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BOOLEAN SetLowerLandLevels( UINT32 iMapIndex, UINT32 fSrcType, UINT16 usIndex );
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BOOLEAN AdjustForFullTile( UINT32 iMapIndex );
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void SetAllLandShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
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void AdjustAllLandShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
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@@ -80,10 +80,10 @@ BOOLEAN HideStructOfGivenType( UINT32 iMapIndex, UINT32 fType, BOOLEAN fHide );
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BOOLEAN InsertStructIndex( UINT32 iMapIndex, UINT16 usIndex, UINT8 ubLevel );
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void SetAllStructShadeLevels( UINT32 iMapIndex, UINT8 ubShadeLevel );
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void AdjustAllStructShadeLevels( UINT32 iMapIndex, INT8 bShadeDiff );
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void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
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void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
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void SetStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void RemoveStructIndexFlagsFromTypeRange( UINT32 iMapIndex, UINT32 fStartType, UINT32 fEndType, UINT32 uiFlags );
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void SetStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
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void RemoveStructAframeFlags( UINT32 iMapIndex, UINT32 uiFlags );
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BOOLEAN RemoveStructFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
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@@ -109,7 +109,7 @@ BOOLEAN RemoveShadowFromLevelNode( UINT32 iMapIndex, LEVELNODE *pNode );
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// #################################################################
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BOOLEAN AddMercToHead( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fAddStructInfo );
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BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
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BOOLEAN RemoveMerc( UINT32 iMapIndex, SOLDIERTYPE *pSoldier, BOOLEAN fPlaceHolder );
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UINT8 WhoIsThere2( INT16 sGridNo, INT8 bLevel );
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BOOLEAN AddMercStructureInfo( INT16 sGridNo, SOLDIERTYPE *pSoldier );
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BOOLEAN AddMercStructureInfoFromAnimSurface( INT16 sGridNo, SOLDIERTYPE *pSoldier, UINT16 usAnimSurface, UINT16 usAnimState );
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@@ -118,7 +118,7 @@ BOOLEAN OKToAddMercToWorld( SOLDIERTYPE *pSoldier, INT8 bDirection );
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// TOPMOST manipulation functions
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LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex );
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LEVELNODE *AddTopmostToTail( UINT32 iMapIndex, UINT16 usIndex );
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BOOLEAN AddTopmostToHead( UINT32 iMapIndex, UINT16 usIndex );
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BOOLEAN RemoveTopmost( UINT32 iMapIndex, UINT16 usIndex );
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BOOLEAN TypeExistsInTopmostLayer( UINT32 iMapIndex, UINT32 fType, UINT16 *pusTopmostIndex );
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