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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Change UINT8 to UINT16 for soldierInitLists & hostiles in sector
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@@ -318,8 +318,8 @@ BOOLEAN LoadSoldiersFromMap(INT8** hBuffer, FLOAT dMajorMapVersion, UINT8 ubMino
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AssertMsg(0, "Failed to allocate memory for new basic placement in LoadSoldiersFromMap.");
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return(FALSE);
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}
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Assert(cnt < 256);
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pNode->ubNodeID = (UINT8)cnt;
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Assert(cnt < MAX_INDIVIDUALS);
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pNode->ubNodeID = cnt;
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if(tempBasicPlacement.fDetailedPlacement)
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{
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// Add the static detailed placement information in the same newly created node as the basic placement. Read static detailed placement from file.
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@@ -369,7 +369,7 @@ BOOLEAN SaveSoldiersToMap(HWFILE hFile, FLOAT dMajorMapVersion, UINT8 ubMinorMap
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{
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if(!curr)
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return(FALSE);
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curr->ubNodeID = (UINT8)i;
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curr->ubNodeID = i;
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curr->pBasicPlacement->Save(hFile, dMajorMapVersion, ubMinorMapVersion);
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if(curr->pBasicPlacement->fDetailedPlacement)
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{
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@@ -577,7 +577,6 @@ void SortSoldierInitList()
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}
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extern FLOAT gAmbushRadiusModifier;
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#pragma optimize("",off)
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BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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{
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UINT8 ubProfile;
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@@ -855,7 +854,7 @@ BOOLEAN AddPlacementToWorld( SOLDIERINITNODE *curr, GROUP *pGroup = NULL )
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if(is_server) ScreenMsg( FONT_YELLOW, MSG_MPSYSTEM, L"report this MP error (AddPlacementToWorld-FAIL!)");
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return FALSE;
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}
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#pragma optimize("",on)
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void AddPlacementToWorldByProfileID( UINT8 ubProfile )
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{
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SOLDIERINITNODE * curr;
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@@ -874,12 +873,12 @@ void AddPlacementToWorldByProfileID( UINT8 ubProfile )
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}
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}
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UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
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UINT16 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT16 ubMaxNum )
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{
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UINT8 ubNumAdded = 0;
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UINT16 ubNumAdded = 0;
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SOLDIERINITNODE *mark;
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UINT8 ubSlotsToFill;
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UINT8 ubSlotsAvailable;
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UINT16 ubSlotsToFill;
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UINT16 ubSlotsAvailable;
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SOLDIERINITNODE *curr;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierInitListTeamToWorld"));
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@@ -1046,22 +1045,22 @@ UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum )
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return ubNumAdded;
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}
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#pragma optimize("",off)
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void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalRobots, UINT8 ubTotalTanks, UINT8 ubTotalJeeps )
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void AddSoldierInitListEnemyDefenceSoldiers( UINT16 ubTotalAdmin, UINT16 ubTotalTroops, UINT16 ubTotalElite, UINT16 ubTotalRobots, UINT16 ubTotalTanks, UINT16 ubTotalJeeps )
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{
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SOLDIERINITNODE *mark;
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SOLDIERINITNODE *curr;
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INT32 iRandom;
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UINT8 ubMaxNum;
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UINT8 ubRobotPDSlots = 0, ubRobotDSlots = 0, ubRobotPSlots = 0, ubRobotBSlots = 0;
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UINT8 ubElitePDSlots = 0, ubEliteDSlots = 0, ubElitePSlots = 0, ubEliteBSlots = 0;
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UINT8 ubTroopPDSlots = 0, ubTroopDSlots = 0, ubTroopPSlots = 0, ubTroopBSlots = 0;
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UINT8 ubAdminPDSlots = 0, ubAdminDSlots = 0, ubAdminPSlots = 0, ubAdminBSlots = 0;
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UINT8 ubTankPDSlots = 0, ubTankDSlots = 0, ubTankPSlots = 0, ubTankBSlots = 0;
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UINT8 ubJeepPDSlots = 0, ubJeepDSlots = 0, ubJeepPSlots = 0, ubJeepBSlots = 0;
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UINT8 ubFreeSlots;
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UINT8 *pCurrSlots=NULL;
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UINT8 *pCurrTotal=NULL;
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UINT16 ubMaxNum;
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UINT16 ubRobotPDSlots = 0, ubRobotDSlots = 0, ubRobotPSlots = 0, ubRobotBSlots = 0;
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UINT16 ubElitePDSlots = 0, ubEliteDSlots = 0, ubElitePSlots = 0, ubEliteBSlots = 0;
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UINT16 ubTroopPDSlots = 0, ubTroopDSlots = 0, ubTroopPSlots = 0, ubTroopBSlots = 0;
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UINT16 ubAdminPDSlots = 0, ubAdminDSlots = 0, ubAdminPSlots = 0, ubAdminBSlots = 0;
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UINT16 ubTankPDSlots = 0, ubTankDSlots = 0, ubTankPSlots = 0, ubTankBSlots = 0;
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UINT16 ubJeepPDSlots = 0, ubJeepDSlots = 0, ubJeepPSlots = 0, ubJeepBSlots = 0;
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UINT16 ubFreeSlots;
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UINT16 *pCurrSlots=NULL;
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UINT16 *pCurrTotal=NULL;
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UINT8 ubCurrClass;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierInitListEnemyDefenceSoldiers"));
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@@ -1601,25 +1600,25 @@ void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTr
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curr = curr->next;
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}
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}
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#pragma optimize("",on)
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//If we are adding militia to our map, then we do a few things differently.
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//First of all, they exist exclusively to the enemy troops, so if the militia exists in the
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//sector, then they get to use the enemy placements. However, we remove any orders from
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//placements containing RNDPTPATROL or POINTPATROL orders, as well as remove any detailed
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//placement information.
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void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumElites )
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void AddSoldierInitListMilitia( UINT16 ubNumGreen, UINT16 ubNumRegs, UINT16 ubNumElites )
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{
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SOLDIERINITNODE *mark;
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SOLDIERINITNODE *curr;
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INT32 iRandom;
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UINT8 ubMaxNum;
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UINT16 ubMaxNum;
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BOOLEAN fDoPlacement;
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UINT8 ubEliteSlots = 0;
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UINT8 ubRegSlots = 0;
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UINT8 ubGreenSlots = 0;
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UINT8 ubFreeSlots;
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UINT8 *pCurrSlots=NULL;
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UINT8 *pCurrTotal=NULL;
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UINT16 ubEliteSlots = 0;
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UINT16 ubRegSlots = 0;
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UINT16 ubGreenSlots = 0;
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UINT16 ubFreeSlots;
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UINT16 *pCurrSlots=NULL;
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UINT16 *pCurrTotal=NULL;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierInitListMilitia"));
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@@ -1955,22 +1954,22 @@ void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumRegs, UINT8 ubNumEl
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}
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}
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void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT8 ubNumLarvae, UINT8 ubNumInfants,
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UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales,
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UINT8 ubNumAdultFemales )
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void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT16 ubNumLarvae, UINT16 ubNumInfants,
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UINT16 ubNumYoungMales, UINT16 ubNumYoungFemales, UINT16 ubNumAdultMales,
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UINT16 ubNumAdultFemales )
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{
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SOLDIERINITNODE *curr;
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INT32 iRandom;
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UINT8 ubFreeSlots;
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UINT16 ubFreeSlots;
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BOOLEAN fDoPlacement;
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UINT8 ubNumCreatures;
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UINT16 ubNumCreatures;
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DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("AddSoldierInitListCreatures"));
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SortSoldierInitList();
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//Okay, if we have a queen, place her first. She MUST have a special placement, else
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//we can't use anything.
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ubNumCreatures = (UINT8)(ubNumLarvae + ubNumInfants + ubNumYoungMales + ubNumYoungFemales + ubNumAdultMales + ubNumAdultFemales);
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ubNumCreatures = (ubNumLarvae + ubNumInfants + ubNumYoungMales + ubNumYoungFemales + ubNumAdultMales + ubNumAdultFemales);
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if( fQueen )
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{
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curr = gSoldierInitHead;
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@@ -2292,10 +2291,9 @@ void UseEditorAlternateList()
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//if the map was loaded again!
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void EvaluateDeathEffectsToSoldierInitList( SOLDIERTYPE *pSoldier )
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{
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SOLDIERINITNODE *curr;
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UINT8 ubNodeID;
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curr = gSoldierInitHead;
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ubNodeID = 0;
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UINT16 ubNodeID = 0;
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SOLDIERINITNODE* curr = gSoldierInitHead;
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if( pSoldier->bTeam == MILITIA_TEAM )
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return;
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while( curr )
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@@ -2319,7 +2317,7 @@ void EvaluateDeathEffectsToSoldierInitList( SOLDIERTYPE *pSoldier )
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}
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}
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void RemoveDetailedPlacementInfo( UINT8 ubNodeID )
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void RemoveDetailedPlacementInfo( UINT16 ubNodeID )
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{
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SOLDIERINITNODE *curr;
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curr = gSoldierInitHead;
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@@ -2345,7 +2343,7 @@ BOOLEAN SaveSoldierInitListLinks( HWFILE hfile )
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{
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SOLDIERINITNODE *curr;
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UINT32 uiNumBytesWritten;
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UINT8 ubSlots = 0;
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UINT16 ubSlots = 0;
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//count the number of soldier init nodes...
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curr = gSoldierInitHead;
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@@ -2355,8 +2353,8 @@ BOOLEAN SaveSoldierInitListLinks( HWFILE hfile )
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curr = curr->next;
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}
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//...and save it.
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FileWrite( hfile, &ubSlots, 1, &uiNumBytesWritten );
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if( uiNumBytesWritten != 1 )
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FileWrite( hfile, &ubSlots, 2, &uiNumBytesWritten );
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if( uiNumBytesWritten != 2 )
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{
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return FALSE;
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}
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@@ -2368,8 +2366,8 @@ BOOLEAN SaveSoldierInitListLinks( HWFILE hfile )
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{
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curr->ubSoldierID = 0;
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}
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FileWrite( hfile, &curr->ubNodeID, 1, &uiNumBytesWritten );
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if( uiNumBytesWritten != 1 )
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FileWrite( hfile, &curr->ubNodeID, 2, &uiNumBytesWritten );
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if( uiNumBytesWritten != 2 )
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{
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return FALSE;
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}
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@@ -2387,23 +2385,23 @@ BOOLEAN LoadSoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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UINT16 ubSlots;
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UINT16 ubSoldierID, ubNodeID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSlots, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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while( ubSlots-- )
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{
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FileRead( hfile, &ubNodeID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubNodeID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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FileRead( hfile, &ubSoldierID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSoldierID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -2799,18 +2797,18 @@ BOOLEAN NewWayOfLoadingEnemySoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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UINT16 ubSlots;
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UINT16 ubSoldierID, ubNodeID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSlots, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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while( ubSlots-- )
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{
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FileRead( hfile, &ubNodeID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubNodeID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -2846,18 +2844,18 @@ BOOLEAN NewWayOfLoadingCivilianInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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UINT16 ubSlots;
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UINT16 ubSoldierID, ubNodeID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSlots, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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while( ubSlots-- )
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{
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FileRead( hfile, &ubNodeID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubNodeID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -2893,18 +2891,18 @@ BOOLEAN LookAtButDontProcessEnemySoldierInitListLinks( HWFILE hfile )
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{
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UINT32 uiNumBytesRead;
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SOLDIERINITNODE *curr;
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UINT8 ubSlots, ubNodeID;
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UINT16 ubSoldierID;
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UINT16 ubSlots;
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UINT16 ubSoldierID, ubNodeID;
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FileRead( hfile, &ubSlots, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubSlots, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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while( ubSlots-- )
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{
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FileRead( hfile, &ubNodeID, 1, &uiNumBytesRead );
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if( uiNumBytesRead != 1 )
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FileRead( hfile, &ubNodeID, 2, &uiNumBytesRead );
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if( uiNumBytesRead != 2 )
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{
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return FALSE;
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}
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@@ -3329,4 +3327,4 @@ void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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// remove the flag. We can only find the pilot the first time we visit this sector after the heli was shut down
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pSector->usSectorInfoFlag &= ~SECTORINFO_ENEMYHELI_SHOTDOWN;
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}
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}
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}
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