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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert to SoldierID
This commit is contained in:
+21
-17
@@ -326,7 +326,7 @@ void PersonnelPortraitCallback( MOUSE_REGION * pRegion, INT32 iReason );
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void CreatePersonnelButtons( void );
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void DeletePersonnelButtons( void );
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void DisplayHeader( void );
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void DisplayCharName( INT32 iId, INT32 iSlot );
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void DisplayCharName( SoldierID iId, INT32 iSlot );
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void DisplayCharStats(INT32 iId, INT32 iSlot);
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void DisplayCharPersonality( INT32 iId, INT32 iSlot );
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void SetPersonnelButtonStates( void );
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@@ -1268,7 +1268,7 @@ void DisplayHeader( void )
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}
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void DisplayCharName( INT32 iId, INT32 iSlot )
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void DisplayCharName( SoldierID Id, INT32 iSlot )
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{
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// get merc's nickName, assignment, and sector location info
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INT16 sX, sY;
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@@ -1280,7 +1280,11 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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sTownName[0] = L'\0';
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pSoldier=MercPtrs[iId];
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if ( Id == NOBODY )
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{
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return;
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}
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pSoldier = Id;
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SetFont(CHAR_NAME_FONT);
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SetFontForeground(PERS_TEXT_FONT_COLOR);
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@@ -1291,16 +1295,16 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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return;
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}
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if( Menptr[iId].bAssignment == ASSIGNMENT_POW )
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if( pSoldier->bAssignment == ASSIGNMENT_POW )
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{
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}
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else if( Menptr[iId].bAssignment == IN_TRANSIT )
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else if( pSoldier->bAssignment == IN_TRANSIT )
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{
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}
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else
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{
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// name of town, if any
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bTownId = GetTownIdForSector( Menptr[iId].sSectorX, Menptr[iId].sSectorY );
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bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
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if( bTownId != BLANK_SECTOR )
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{
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@@ -1313,12 +1317,12 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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if( sTownName[0] != L'\0' )
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{
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//nick name - town name
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swprintf( sString, L"%s - %s", gMercProfiles[Menptr[iId].ubProfile].zNickname, sTownName );
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swprintf( sString, L"%s - %s", gMercProfiles[pSoldier->ubProfile].zNickname, sTownName );
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}
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else
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{
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//nick name
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swprintf( sString, L"%s", gMercProfiles[Menptr[iId].ubProfile].zNickname );
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swprintf( sString, L"%s", gMercProfiles[pSoldier->ubProfile].zNickname );
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}
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@@ -1334,10 +1338,10 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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//Display the mercs name
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mprintf( sX + iSlot*IMAGE_BOX_WIDTH, CHAR_NAME_Y, sString );
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if ( gGameExternalOptions.fUseXMLSquadNames && Menptr[iId].bAssignment < min(ON_DUTY, gSquadNameVector.size() ) )
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swprintf( sString, L"%s", gSquadNameVector[Menptr[iId].bAssignment].c_str() );
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if ( gGameExternalOptions.fUseXMLSquadNames && pSoldier->bAssignment < min(ON_DUTY, gSquadNameVector.size() ) )
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swprintf( sString, L"%s", gSquadNameVector[pSoldier->bAssignment].c_str() );
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else
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swprintf( sString, L"%s", pPersonnelAssignmentStrings[Menptr[iId].bAssignment]);
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swprintf( sString, L"%s", pPersonnelAssignmentStrings[pSoldier->bAssignment]);
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// nick name - assignment
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FindFontCenterCoordinates(IMAGE_BOX_X-5,0,IMAGE_BOX_WIDTH + 90 , 0,sString,CHAR_NAME_FONT, &sX, &sY );
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@@ -1356,36 +1360,36 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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//
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//first get height of text to be displayed
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iHeightOfText = DisplayWrappedString(IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y), IMAGE_NAME_WIDTH, 1, PERS_FONT, PERS_FONT_COLOR, gMercProfiles[Menptr[iId].ubProfile].zName, 0, FALSE, CENTER_JUSTIFIED | DONT_DISPLAY_TEXT );
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iHeightOfText = DisplayWrappedString(IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y), IMAGE_NAME_WIDTH, 1, PERS_FONT, PERS_FONT_COLOR, gMercProfiles[pSoldier->ubProfile].zName, 0, FALSE, CENTER_JUSTIFIED | DONT_DISPLAY_TEXT );
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//if the string will rap
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if( ( iHeightOfText - 2 ) > GetFontHeight( PERS_FONT ) )
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{
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//raise where we display it, and rap it
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DisplayWrappedString(IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y - GetFontHeight( PERS_FONT )), IMAGE_NAME_WIDTH, 1, PERS_FONT, PERS_FONT_COLOR, gMercProfiles[Menptr[iId].ubProfile].zName, 0, FALSE, CENTER_JUSTIFIED);
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DisplayWrappedString(IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y - GetFontHeight( PERS_FONT )), IMAGE_NAME_WIDTH, 1, PERS_FONT, PERS_FONT_COLOR, gMercProfiles[pSoldier->ubProfile].zName, 0, FALSE, CENTER_JUSTIFIED);
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}
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else
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{
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DrawTextToScreen( gMercProfiles[Menptr[iId].ubProfile].zName, IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y), IMAGE_NAME_WIDTH, PERS_FONT, PERS_FONT_COLOR, 0, FALSE, CENTER_JUSTIFIED );
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DrawTextToScreen( gMercProfiles[pSoldier->ubProfile].zName, IMAGE_BOX_X, (UINT16)(IMAGE_BOX_Y+IMAGE_FULL_NAME_OFFSET_Y), IMAGE_NAME_WIDTH, PERS_FONT, PERS_FONT_COLOR, 0, FALSE, CENTER_JUSTIFIED );
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}
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/*
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Moved so the name of the town will be in the same line as the name
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if( Menptr[iId].bAssignment == ASSIGNMENT_POW )
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if( pSoldier->bAssignment == ASSIGNMENT_POW )
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{
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// FindFontCenterCoordinates(IMAGE_BOX_X-5,0,IMAGE_BOX_WIDTH, 0,pPOWStrings[ 1 ],CHAR_NAME_FONT, &sX, &sY );
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// mprintf(sX+iSlot*IMAGE_BOX_WIDTH, CHAR_NAME_Y+20,pPOWStrings[ 1 ] );
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}
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else if( Menptr[iId].bAssignment == IN_TRANSIT )
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else if( pSoldier->bAssignment == IN_TRANSIT )
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{
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return;
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}
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else
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{
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// name of town, if any
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bTownId = GetTownIdForSector( Menptr[iId].sSectorX, Menptr[iId].sSectorY );
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bTownId = GetTownIdForSector( pSoldier->sSectorX, pSoldier->sSectorY );
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if( bTownId != BLANK_SECTOR )
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{
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