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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
changed a few hardcoded numbers to enums (better, but still ugly)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6029 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1116,7 +1116,7 @@ void recieveHIRE(RPCParameters *rpcParameters)
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gTacticalStatus.Team[MercCreateStruct.bTeam ].bSide=0;
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pSoldier->bVisible = 1;
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if(MercCreateStruct.ubProfile==64)//slay
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if(MercCreateStruct.ubProfile==SLAY)//slay
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{
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pSoldier->ubBodyType = REGMALE;
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gMercProfiles[ pSoldier->ubProfile ].ubBodyType = REGMALE;
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@@ -2724,7 +2724,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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AddHistoryToPlayersLog( HISTORY_MERC_MARRIED_OFF, pSoldier->ubProfile, GetWorldTotalMin(), gWorldSectorX, gWorldSectorY );
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// if Flo is going off with Daryl, then set that fact true
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if( pSoldier->ubProfile == 44 )
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if( pSoldier->ubProfile == FLO )
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{
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SetFactTrue( FACT_PC_MARRYING_DARYL_IS_FLO );
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}
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@@ -733,7 +733,7 @@ SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *
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//CHRISL: make sure nails gets his jacket no matter what
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if(pCreateStruct->ubProfile == 34 && pCreateStruct->fCopyProfileItemsOver == FALSE)
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{
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CreateItem(188, 100, &Soldier.inv[VESTPOS]);
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CreateItem(LEATHER_JACKET, 100, &Soldier.inv[VESTPOS]);
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}
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}
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@@ -4461,7 +4461,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Heinz: 28.02.09 BUGFIX: giving G41 to Maria only in cheat mode
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// Create object and set
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CreateItem( (UINT16) G41, 100, &Object );
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CreateItem( G41, 100, &Object );
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pSoldier = FindSoldierByProfileID( MARIA, FALSE );
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@@ -4951,7 +4951,7 @@ void MakeSelectedSoldierTired()
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INT32 usMapPos;
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if ( GetMouseMapPos( &usMapPos ) )
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{
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CreateItem( (UINT16)TNT, 100, &gTempObject );
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CreateItem( TNT, 100, &gTempObject );
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AddItemToPool( usMapPos, &gTempObject, -1, 0, 0, 0 );
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}
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@@ -943,7 +943,7 @@ UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
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continue;
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pTargetSoldier->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pTargetSoldier->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -1142,7 +1142,7 @@ INT32 ClosestKnownOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLev
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -1245,7 +1245,7 @@ INT32 ClosestSeenOpponent(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8 * pbLeve
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -1337,7 +1337,7 @@ INT32 ClosestSeenOpponentWithRoof(SOLDIERTYPE *pSoldier, INT32 * psGridNo, INT8
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpp->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -2040,7 +2040,7 @@ INT8 CalcMorale(SOLDIERTYPE *pSoldier)
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continue; // next merc
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -747,7 +747,7 @@ void CalcBestThrow(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestThrow)
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -1318,7 +1318,7 @@ void CalcBestStab(SOLDIERTYPE *pSoldier, ATTACKTYPE *pBestStab, BOOLEAN fBladeAt
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continue; // next merc
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
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continue; // next opponent
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#ifdef DEBUGATTACKS
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@@ -29,6 +29,7 @@
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#include "lighting.h"
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#include "Buildings.h"
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#include "GameSettings.h"
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#include "Soldier Profile.h"
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#endif
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#include "PathAIDebug.h"
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@@ -703,7 +704,7 @@ INT32 FindBestNearbyCover(SOLDIERTYPE *pSoldier, INT32 morale, INT32 *piPercentB
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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@@ -1168,7 +1169,7 @@ INT32 FindSpotMaxDistFromOpponents(SOLDIERTYPE *pSoldier)
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}
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// Special stuff for Carmen the bounty hunter
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != 64)
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if (pSoldier->aiData.bAttitude == ATTACKSLAYONLY && pOpponent->ubProfile != SLAY)
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{
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continue; // next opponent
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}
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