mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Correct variables from INT8 to INT16
This commit is contained in:
@@ -304,7 +304,7 @@ typedef struct
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INT16 sContractRehireSoldierID;
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GAME_OPTIONS GameOptions;
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GAME_OPTIONS GameOptions;
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UINT32 uiSeedNumber;
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@@ -322,7 +322,7 @@ typedef struct
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BOOLEAN fDisableMapInterfaceDueToBattle;
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INT32 sBoxerGridNo[ NUM_BOXERS ];
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UINT8 ubBoxerID[ NUM_BOXERS ];
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UINT16 ubBoxerID[ NUM_BOXERS ];
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BOOLEAN fBoxerFought[ NUM_BOXERS ];
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BOOLEAN fHelicopterDestroyed; //if the chopper is destroyed
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@@ -412,7 +412,7 @@ typedef struct
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UINT32 uiMeanWhileFlags;
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INT8 bSelectedInfoChar;
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INT16 bSelectedInfoChar;
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INT8 bHospitalPriceModifier;
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INT8 bUnused2[ 2 ];
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@@ -1936,7 +1936,7 @@ use of this function should allow changes to be made to various structures withi
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INT32 ReadFieldByField(HWFILE hFile, PTR pDest, UINT32 uiFieldSize, UINT32 uiElementSize, UINT32 uiCurByteCount)
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{
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UINT32 uiNumBytesRead;
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char padding[10];
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char padding[10];
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UINT32 uiBytesRead = uiCurByteCount; // used to track our new byte count
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UINT32 sampleBytesRead = uiBytesRead; // used to determine how much padding is needed
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@@ -8794,7 +8794,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableDueToBattleRoster, sizeof(sGeneralInfo.fDisableDueToBattleRoster), sizeof(BOOLEAN), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fDisableMapInterfaceDueToBattle, sizeof(sGeneralInfo.fDisableMapInterfaceDueToBattle), sizeof(BOOLEAN), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.sBoxerGridNo, sizeof(sGeneralInfo.sBoxerGridNo), sizeof(INT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubBoxerID, sizeof(sGeneralInfo.ubBoxerID), sizeof(UINT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fBoxerFought, sizeof(sGeneralInfo.fBoxerFought), sizeof(BOOLEAN), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fHelicopterDestroyed, sizeof(sGeneralInfo.fHelicopterDestroyed), sizeof(BOOLEAN), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fShowMapScreenHelpText, sizeof(sGeneralInfo.fShowMapScreenHelpText), sizeof(BOOLEAN), numBytesRead);
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@@ -8872,7 +8872,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.fExplosionQueueActive, sizeof(sGeneralInfo.fExplosionQueueActive), sizeof(BOOLEAN), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.ubUnused, sizeof(sGeneralInfo.ubUnused), sizeof(UINT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.uiMeanWhileFlags, sizeof(sGeneralInfo.uiMeanWhileFlags), sizeof(UINT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bSelectedInfoChar, sizeof(sGeneralInfo.bSelectedInfoChar), sizeof(INT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bHospitalPriceModifier, sizeof(sGeneralInfo.bHospitalPriceModifier), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.bUnused2, sizeof(sGeneralInfo.bUnused2), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &sGeneralInfo.iHospitalTempBalance, sizeof(sGeneralInfo.iHospitalTempBalance), sizeof(INT32), numBytesRead);
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@@ -9096,7 +9096,7 @@ BOOLEAN LoadGeneralInfo( HWFILE hFile )
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fDisableMapInterfaceDueToBattle = sGeneralInfo.fDisableMapInterfaceDueToBattle;
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memcpy( &gsBoxerGridNo, &sGeneralInfo.sBoxerGridNo, NUM_BOXERS * sizeof( INT32 ) );
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memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT8 ) );
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memcpy( &gubBoxerID, &sGeneralInfo.ubBoxerID, NUM_BOXERS * sizeof( UINT16 ) );
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memcpy( &gfBoxerFought, &sGeneralInfo.fBoxerFought, NUM_BOXERS * sizeof( BOOLEAN ) );
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//Load the helicopter status
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+4
-4
@@ -735,11 +735,11 @@ UINT32 MainGameScreenHandle(void)
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if ( !ARE_IN_FADE_IN( ) )
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{
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HandleAutoBandagePending( );
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HandleAutoBandagePending( );
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#ifdef JA2UB
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HandleThePlayerBeNotifiedOfSomeoneElseInSector();
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#endif
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#ifdef JA2UB
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HandleThePlayerBeNotifiedOfSomeoneElseInSector();
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#endif
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}
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@@ -18418,7 +18418,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
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continue;
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}
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if( IsEntryInSelectedListSet( ( INT8 )iCounter ) == FALSE )
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if( IsEntryInSelectedListSet( iCounter ) == FALSE )
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{
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continue;
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}
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@@ -450,7 +450,7 @@ void InitalizeVehicleAndCharacterList( void )
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memset(&gCharactersList, 0, sizeof( gCharactersList ));
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}
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void SetEntryInSelectedCharacterList( INT8 bEntry )
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void SetEntryInSelectedCharacterList( INT16 bEntry )
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{
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Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
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@@ -458,7 +458,7 @@ void SetEntryInSelectedCharacterList( INT8 bEntry )
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fSelectedListOfMercsForMapScreen[ bEntry ] = TRUE;
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}
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void ResetEntryForSelectedList( INT8 bEntry )
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void ResetEntryForSelectedList( INT16 bEntry )
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{
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Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
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@@ -480,7 +480,7 @@ void ResetSelectedListForMapScreen( void )
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}
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}
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BOOLEAN IsEntryInSelectedListSet( INT8 bEntry )
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BOOLEAN IsEntryInSelectedListSet( INT16 bEntry )
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{
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Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
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@@ -489,7 +489,7 @@ BOOLEAN IsEntryInSelectedListSet( INT8 bEntry )
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return( fSelectedListOfMercsForMapScreen[ bEntry ] );
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}
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void ToggleEntryInSelectedList( INT8 bEntry )
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void ToggleEntryInSelectedList( INT16 bEntry )
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{
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Assert( ( bEntry >= 0 ) && ( bEntry < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) );
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@@ -497,9 +497,9 @@ void ToggleEntryInSelectedList( INT8 bEntry )
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fSelectedListOfMercsForMapScreen[ bEntry ] = !( fSelectedListOfMercsForMapScreen[ bEntry ] );
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}
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void BuildSelectedListFromAToB( INT8 bA, INT8 bB )
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void BuildSelectedListFromAToB( INT16 bA, INT16 bB )
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{
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INT8 bStart =0, bEnd = 0;
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INT16 bStart =0, bEnd = 0;
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// run from a to b..set slots as selected
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@@ -636,7 +636,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
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if ( !CanSoldierMoveWithVehicleId( pSoldier2, pSoldier->iVehicleId ) )
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{
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// reset entry for selected list
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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}
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// if anchor guy IS a vehicle
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@@ -645,7 +645,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
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if ( !CanSoldierMoveWithVehicleId( pSoldier2, pSoldier->bVehicleID ) )
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{
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// reset entry for selected list
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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}
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// if this guy is IN a vehicle
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@@ -654,7 +654,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
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if ( !CanSoldierMoveWithVehicleId( pSoldier, pSoldier2->iVehicleId ) )
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{
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// reset entry for selected list
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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}
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// if this guy IS a vehicle
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@@ -663,13 +663,13 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
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if ( !CanSoldierMoveWithVehicleId( pSoldier, pSoldier2->bVehicleID ) )
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{
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// reset entry for selected list
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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}
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// reject those not a squad (vehicle handled above)
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else if( pSoldier2->bAssignment >= ON_DUTY )
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{
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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else
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{
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@@ -678,14 +678,14 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
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( pSoldier->sSectorY != pSoldier2->sSectorY ) ||
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( pSoldier->bSectorZ != pSoldier2->bSectorZ ) )
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{
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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// if either is between sectors, they must be in the same movement group
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if ( ( pSoldier->flags.fBetweenSectors || pSoldier2->flags.fBetweenSectors ) &&
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( pSoldier->ubGroupID != pSoldier2->ubGroupID ) )
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{
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ResetEntryForSelectedList( ( INT8 )iCounter );
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ResetEntryForSelectedList( iCounter );
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}
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}
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@@ -715,7 +715,7 @@ void SelectUnselectedMercsWhoMustMoveWithThisGuy( void )
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if ( AnyMercInSameSquadOrVehicleIsSelected( pSoldier ) )
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{
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// then also select this guy
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SetEntryInSelectedCharacterList( ( INT8 ) iCounter );
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SetEntryInSelectedCharacterList( iCounter );
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}
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}
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}
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@@ -2600,7 +2600,7 @@ void GoToNextCharacterInList( void )
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{
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if ( ( gCharactersList[ iCount ].fValid ) && ( iCount < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCount ) )
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{
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ChangeSelectedInfoChar( ( INT8 )iCount, TRUE );
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ChangeSelectedInfoChar( iCount, TRUE );
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break;
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}
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else
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@@ -2635,7 +2635,7 @@ void GoToFirstCharacterInList( void )
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{
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if ( ( gCharactersList[ iCounter ].fValid ) && ( iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCounter ) )
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{
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ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE );
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ChangeSelectedInfoChar( iCounter, TRUE );
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break;
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}
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}
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@@ -2661,7 +2661,7 @@ void GoToLastCharacterInList( void )
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{
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if ( ( gCharactersList[ iCounter ].fValid ) && ( iCounter < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCounter ) )
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{
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ChangeSelectedInfoChar( ( INT8 )iCounter, TRUE );
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ChangeSelectedInfoChar( iCounter, TRUE );
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break;
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}
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}
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@@ -2691,7 +2691,7 @@ void GoToPrevCharacterInList( void )
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{
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if ( ( gCharactersList[ iCount ].fValid ) && ( iCount < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && ValidSelectableCharForNextOrPrev( iCount ) )
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{
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ChangeSelectedInfoChar( ( INT8 )iCount, TRUE );
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ChangeSelectedInfoChar( iCount, TRUE );
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break;
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}
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else
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@@ -4602,11 +4602,11 @@ void HandleSettingTheSelectedListOfMercs( void )
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// make DEST column glow
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giDestHighLine = iCounter;
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ChangeSelectedInfoChar( ( INT16 ) iCounter, TRUE );
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ChangeSelectedInfoChar( iCounter, TRUE );
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}
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// add this guy to the selected list of grunts
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SetEntryInSelectedCharacterList( ( INT8 )iCounter );
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SetEntryInSelectedCharacterList( iCounter );
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}
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}
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}
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@@ -437,24 +437,24 @@ extern BOOLEAN fResetContractGlow;
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void InitalizeVehicleAndCharacterList( void );
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// set this entry to as selected
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void SetEntryInSelectedCharacterList( INT8 bEntry );
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void SetEntryInSelectedCharacterList( INT16 bEntry );
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// set this entry to as unselected
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void ResetEntryForSelectedList( INT8 bEntry );
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void ResetEntryForSelectedList( INT16 bEntry );
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// reset selected list
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void ResetSelectedListForMapScreen( );
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// build a selected list from a to b, inclusive
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void BuildSelectedListFromAToB( INT8 bA, INT8 bB );
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void BuildSelectedListFromAToB( INT16 bA, INT16 bB );
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// isa this entry int he selected character list set?
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BOOLEAN IsEntryInSelectedListSet( INT8 bEntry );
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BOOLEAN IsEntryInSelectedListSet( INT16 bEntry );
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// is there more than one person selected?
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BOOLEAN MultipleCharacterListEntriesSelected( void );
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// toggle this entry on or off
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void ToggleEntryInSelectedList( INT8 bEntry );
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void ToggleEntryInSelectedList( INT16 bEntry );
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// reset assignments for mercs on selected list who have this assignment
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// HEADROCK HAM 3.6: Argument was unused... adding my own.
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@@ -745,4 +745,4 @@ extern BOOLEAN CanCharacterMoveInStrategic( SOLDIERTYPE *pSoldier, INT8 *pbError
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extern BOOLEAN MapscreenCanPassItemToCharNum( INT32 iNewCharSlot );
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#endif
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#endif
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+29
-29
@@ -930,7 +930,7 @@ void ChangeMapScreenMaskCursor( UINT16 usCursor );
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void CancelOrShortenPlottedPath( void );
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// HEADROCK HAM B2.8: Added argument to enable multi-selecting entire squads
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BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickAssignments );
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BOOLEAN HandleCtrlOrShiftInTeamPanel( INT16 bCharNumber, BOOLEAN fFromRightClickAssignments );
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INT32 GetContractExpiryTime( SOLDIERTYPE *pSoldier );
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@@ -7648,7 +7648,7 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
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{
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bSelectedAssignChar = ( INT16 )giHighLine;
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RebuildAssignmentsBox( );
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ChangeSelectedInfoChar( ( INT16 ) giHighLine, FALSE );
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ChangeSelectedInfoChar( giHighLine, FALSE );
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fShowAssignmentMenu = TRUE;
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}
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}
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@@ -11329,12 +11329,12 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay))
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{
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// HEADROCK HAM B2.8: Added argument for multi-select entire squads
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if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, FALSE ))
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if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, FALSE ))
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{
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return;
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}
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ChangeSelectedInfoChar( ( INT8 ) iValue+ FIRSTmercTOdisplay, TRUE );
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ChangeSelectedInfoChar( iValue+ FIRSTmercTOdisplay, TRUE );
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pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ];
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@@ -11387,7 +11387,7 @@ void TeamListInfoRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ];
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// select this character
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ChangeSelectedInfoChar( ( INT8 ) iValue+ FIRSTmercTOdisplay, TRUE );
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ChangeSelectedInfoChar( iValue+ FIRSTmercTOdisplay, TRUE );
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if (!isWidescreenUI())
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{
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@@ -11484,13 +11484,13 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay))
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{
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// HEADROCK HAM B2.8: Added argument for multi-select entire squads
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if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, FALSE ))
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if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, FALSE ))
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{
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return;
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}
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// reset list if the clicked character isn't also selected
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ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay) == FALSE ) );
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ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay) == FALSE ) );
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pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay ].usSolID ];
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@@ -11554,7 +11554,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
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{
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// HEADROCK HAM B2.8: Added argument for multi-select entire squads
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if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay, TRUE ))
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if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay, TRUE ))
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{
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return;
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}
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@@ -11571,7 +11571,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE )
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{
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ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, TRUE );
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ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, TRUE );
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pSoldier = &Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay].usSolID ];
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@@ -11612,7 +11612,7 @@ void TeamListAssignmentRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if ( AnyMercInSameSquadOrVehicleIsSelected( pSoldier ) )
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{
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||||
// then also select this guy
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||||
SetEntryInSelectedCharacterList( ( INT8 ) iCounter );
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||||
SetEntryInSelectedCharacterList( iCounter );
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}
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}
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}
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@@ -11723,13 +11723,13 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
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if( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE && ValidSelectableCharForNextOrPrev(iValue + FIRSTmercTOdisplay))
|
||||
{
|
||||
// HEADROCK HAM B2.8: Added argument for multi-select entire squads
|
||||
if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay , FALSE ))
|
||||
if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay , FALSE ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// reset list if the clicked character isn't also selected
|
||||
ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
|
||||
// deselect any characters/vehicles that can't accompany the clicked merc
|
||||
DeselectSelectedListMercsWhoCantMoveWithThisGuy( &( Menptr[ gCharactersList[ iValue + FIRSTmercTOdisplay ].usSolID ] ) );
|
||||
@@ -11809,7 +11809,7 @@ void TeamListDestinationRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
MakeMapModesSuitableForDestPlotting( ( INT8 ) iValue + FIRSTmercTOdisplay );
|
||||
|
||||
// reset list if the clicked character isn't also selected
|
||||
ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
|
||||
CancelPathsOfAllSelectedCharacters();
|
||||
|
||||
@@ -11900,13 +11900,13 @@ void TeamListSleepRegionBtnCallBack( MOUSE_REGION *pRegion, INT32 iReason )
|
||||
if( ( gCharactersList[ iValue + FIRSTmercTOdisplay].fValid == TRUE ) )
|
||||
{
|
||||
// HEADROCK HAM B2.8: Added argument for multi-select entire squads
|
||||
if ( HandleCtrlOrShiftInTeamPanel( ( INT8 ) iValue + FIRSTmercTOdisplay , FALSE ))
|
||||
if ( HandleCtrlOrShiftInTeamPanel( iValue + FIRSTmercTOdisplay , FALSE ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// reset list if the clicked character isn't also selected
|
||||
ChangeSelectedInfoChar( ( INT8 ) iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( ( INT8 ) iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
ChangeSelectedInfoChar( iValue + FIRSTmercTOdisplay, ( BOOLEAN )( IsEntryInSelectedListSet( iValue + FIRSTmercTOdisplay ) == FALSE ) );
|
||||
|
||||
// if this slot's sleep status can be changed
|
||||
if ( CanChangeSleepStatusForCharSlot( (INT8) iValue + FIRSTmercTOdisplay ) )
|
||||
@@ -12042,7 +12042,7 @@ static void HandleSelectedMercsContract()
|
||||
continue;
|
||||
}
|
||||
|
||||
if (IsEntryInSelectedListSet((INT8)iCounter) == FALSE)
|
||||
if (IsEntryInSelectedListSet(iCounter) == FALSE)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -12118,13 +12118,13 @@ void TeamListContractRegionBtnCallBack(MOUSE_REGION *pRegion, INT32 iReason )
|
||||
if ((gCharactersList[iValue + FIRSTmercTOdisplay].fValid == TRUE))
|
||||
{
|
||||
// HEADROCK HAM B2.8: Added argument for multi-select entire squads
|
||||
if (HandleCtrlOrShiftInTeamPanel((INT8)iValue + FIRSTmercTOdisplay, FALSE))
|
||||
if (HandleCtrlOrShiftInTeamPanel(iValue + FIRSTmercTOdisplay, FALSE))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// reset list if the clicked character isn't also selected
|
||||
ChangeSelectedInfoChar((INT8)iValue + FIRSTmercTOdisplay, (BOOLEAN)(IsEntryInSelectedListSet((INT8)iValue + FIRSTmercTOdisplay) == FALSE));
|
||||
ChangeSelectedInfoChar(iValue + FIRSTmercTOdisplay, (BOOLEAN)(IsEntryInSelectedListSet(iValue + FIRSTmercTOdisplay) == FALSE));
|
||||
|
||||
HandleSelectedMercsContract();
|
||||
}
|
||||
@@ -14925,13 +14925,13 @@ void SortListOfMercsInTeamPanel( BOOLEAN fRetainSelectedMercs, BOOLEAN fReverse
|
||||
// this guy is selected
|
||||
if( pSelectedSoldier[ iCounter ] == pCurrentSoldier )
|
||||
{
|
||||
SetEntryInSelectedCharacterList( ( INT8 ) iCounterA );
|
||||
SetEntryInSelectedCharacterList( iCounterA );
|
||||
}
|
||||
|
||||
// update who the currently selected info guy is
|
||||
if( pPreviousSelectedInfoChar == pCurrentSoldier )
|
||||
{
|
||||
ChangeSelectedInfoChar( ( INT8 ) iCounterA, FALSE );
|
||||
ChangeSelectedInfoChar( iCounterA, FALSE );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15537,7 +15537,7 @@ void CancelOrShortenPlottedPath( void )
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickAssignments )
|
||||
BOOLEAN HandleCtrlOrShiftInTeamPanel( INT16 bCharNumber, BOOLEAN fFromRightClickAssignments )
|
||||
{
|
||||
// HEADROCK HAM B2.8: New condition based on new argument.
|
||||
if (fFromRightClickAssignments)
|
||||
@@ -15569,7 +15569,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSelected->iVehicleId == pSoldier->bVehicleID ) )
|
||||
{
|
||||
// then also select this guy
|
||||
SetEntryInSelectedCharacterList( ( INT8 ) iCounter );
|
||||
SetEntryInSelectedCharacterList( iCounter );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15582,7 +15582,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
// make sure only trainers/trainees of the same stat are selected together.
|
||||
if (pSoldier->bTrainStat == pSelected->bTrainStat)
|
||||
{
|
||||
SetEntryInSelectedCharacterList( ( INT8 ) iCounter );
|
||||
SetEntryInSelectedCharacterList( iCounter );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15591,7 +15591,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
pSoldier->sSectorY == pSelected->sSectorY &&
|
||||
pSoldier->sZLevel == pSelected->sZLevel )
|
||||
{
|
||||
SetEntryInSelectedCharacterList( ( INT8 ) iCounter );
|
||||
SetEntryInSelectedCharacterList( iCounter );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15624,7 +15624,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE && pSelected->iVehicleId == pSoldier->bVehicleID ) )
|
||||
{
|
||||
// then also select this guy
|
||||
ResetEntryForSelectedList( ( INT8 ) iCounter );
|
||||
ResetEntryForSelectedList( iCounter );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15637,7 +15637,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
// make sure only trainers/trainees of the same stat are selected together.
|
||||
if (pSoldier->bTrainStat == pSelected->bTrainStat)
|
||||
{
|
||||
ResetEntryForSelectedList( ( INT8 ) iCounter );
|
||||
ResetEntryForSelectedList( iCounter );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15646,7 +15646,7 @@ BOOLEAN HandleCtrlOrShiftInTeamPanel( INT8 bCharNumber, BOOLEAN fFromRightClickA
|
||||
pSoldier->sSectorY == pSelected->sSectorY &&
|
||||
pSoldier->sZLevel == pSelected->sZLevel )
|
||||
{
|
||||
ResetEntryForSelectedList( ( INT8 ) iCounter );
|
||||
ResetEntryForSelectedList( iCounter );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15852,7 +15852,7 @@ void CopyPathToAllSelectedCharacters( PathStPtr pPath )
|
||||
|
||||
void CancelPathsOfAllSelectedCharacters()
|
||||
{
|
||||
INT8 bCounter = 0;
|
||||
INT16 bCounter = 0;
|
||||
SOLDIERTYPE *pSoldier = NULL;
|
||||
BOOLEAN fSkyriderMsgShown = FALSE;
|
||||
|
||||
@@ -17049,7 +17049,7 @@ void ClearPreviousPaths( void )
|
||||
|
||||
void SelectAllCharactersInSquad( INT8 bSquadNumber )
|
||||
{
|
||||
INT8 bCounter;
|
||||
INT16 bCounter;
|
||||
BOOLEAN fFirstOne = TRUE;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
|
||||
+102
-102
@@ -23,12 +23,12 @@ enum
|
||||
// TACTICAL ENGINE STATUS FLAGS
|
||||
typedef struct
|
||||
{
|
||||
UINT16 bFirstID;
|
||||
UINT16 bLastID;
|
||||
UINT16 bFirstID;
|
||||
UINT16 bLastID;
|
||||
COLORVAL RadarColor;
|
||||
INT8 bSide;
|
||||
INT16 bMenInSector;
|
||||
UINT16 ubLastMercToRadio;
|
||||
INT16 bMenInSector;
|
||||
UINT16 ubLastMercToRadio;
|
||||
INT8 bTeamActive;
|
||||
INT8 bAwareOfOpposition;
|
||||
INT8 bHuman;
|
||||
@@ -60,108 +60,108 @@ enum
|
||||
|
||||
struct TacticalStatusType
|
||||
{
|
||||
UINT32 uiFlags;
|
||||
UINT32 uiFlags;
|
||||
TacticalTeamType Team[ MAXTEAMS ];
|
||||
UINT8 ubCurrentTeam;
|
||||
INT32 sSlideTarget;
|
||||
INT16 sSlideReason;
|
||||
UINT32 uiTimeSinceMercAIStart;
|
||||
INT8 fPanicFlags;
|
||||
INT32 sPanicTriggerGridNoUnused;
|
||||
INT16 sHandGrid;
|
||||
UINT16 ubSpottersCalledForBy;
|
||||
UINT16 ubTheChosenOne;
|
||||
UINT32 uiTimeOfLastInput;
|
||||
UINT32 uiTimeSinceDemoOn;
|
||||
UINT32 uiCountdownToRestart;
|
||||
BOOLEAN fGoingToEnterDemo;
|
||||
BOOLEAN fNOTDOLASTDEMO;
|
||||
BOOLEAN fMultiplayer;
|
||||
BOOLEAN fCivGroupHostile[ NUM_CIV_GROUPS ];
|
||||
UINT8 ubLastBattleSectorX;
|
||||
UINT8 ubLastBattleSectorY;
|
||||
BOOLEAN fLastBattleWon;
|
||||
INT8 bOriginalSizeOfEnemyForce;
|
||||
INT8 bPanicTriggerIsAlarmUnused;
|
||||
BOOLEAN fVirginSector;
|
||||
BOOLEAN fEnemyInSector;
|
||||
BOOLEAN fInterruptOccurred;
|
||||
INT8 bRealtimeSpeed;
|
||||
UINT8 ubEnemyIntention;
|
||||
UINT8 ubEnemyIntendedRetreatDirection;
|
||||
UINT16 ubEnemySightingOnTheirTurnEnemyID;
|
||||
UINT16 ubEnemySightingOnTheirTurnPlayerID;
|
||||
BOOLEAN fEnemySightingOnTheirTurn;
|
||||
BOOLEAN fAutoBandageMode;
|
||||
UINT8 ubAttackBusyCount;
|
||||
INT8 bNumEnemiesFoughtInBattleUnused;
|
||||
UINT16 ubEngagedInConvFromActionMercID;
|
||||
UINT16 usTactialTurnLimitCounter;
|
||||
BOOLEAN fInTopMessage;
|
||||
UINT8 ubTopMessageType;
|
||||
CHAR16 zTopMessageString[20];
|
||||
UINT16 usTactialTurnLimitMax;
|
||||
UINT32 uiTactialTurnLimitClock;
|
||||
BOOLEAN fTactialTurnLimitStartedBeep;
|
||||
INT8 bBoxingState;
|
||||
INT8 bConsNumTurnsNotSeen;
|
||||
UINT8 ubArmyGuysKilled;
|
||||
UINT8 ubCurrentTeam;
|
||||
INT32 sSlideTarget;
|
||||
INT16 sSlideReason;
|
||||
UINT32 uiTimeSinceMercAIStart;
|
||||
INT8 fPanicFlags;
|
||||
INT32 sPanicTriggerGridNoUnused;
|
||||
INT16 sHandGrid;
|
||||
UINT16 ubSpottersCalledForBy;
|
||||
UINT16 ubTheChosenOne;
|
||||
UINT32 uiTimeOfLastInput;
|
||||
UINT32 uiTimeSinceDemoOn;
|
||||
UINT32 uiCountdownToRestart;
|
||||
BOOLEAN fGoingToEnterDemo;
|
||||
BOOLEAN fNOTDOLASTDEMO;
|
||||
BOOLEAN fMultiplayer;
|
||||
BOOLEAN fCivGroupHostile[ NUM_CIV_GROUPS ];
|
||||
UINT8 ubLastBattleSectorX;
|
||||
UINT8 ubLastBattleSectorY;
|
||||
BOOLEAN fLastBattleWon;
|
||||
INT8 bOriginalSizeOfEnemyForce;
|
||||
INT8 bPanicTriggerIsAlarmUnused;
|
||||
BOOLEAN fVirginSector;
|
||||
BOOLEAN fEnemyInSector;
|
||||
BOOLEAN fInterruptOccurred;
|
||||
INT8 bRealtimeSpeed;
|
||||
UINT8 ubEnemyIntention;
|
||||
UINT8 ubEnemyIntendedRetreatDirection;
|
||||
UINT16 ubEnemySightingOnTheirTurnEnemyID;
|
||||
UINT16 ubEnemySightingOnTheirTurnPlayerID;
|
||||
BOOLEAN fEnemySightingOnTheirTurn;
|
||||
BOOLEAN fAutoBandageMode;
|
||||
UINT8 ubAttackBusyCount;
|
||||
INT8 bNumEnemiesFoughtInBattleUnused;
|
||||
UINT16 ubEngagedInConvFromActionMercID;
|
||||
UINT16 usTactialTurnLimitCounter;
|
||||
BOOLEAN fInTopMessage;
|
||||
UINT8 ubTopMessageType;
|
||||
CHAR16 zTopMessageString[20];
|
||||
UINT16 usTactialTurnLimitMax;
|
||||
UINT32 uiTactialTurnLimitClock;
|
||||
BOOLEAN fTactialTurnLimitStartedBeep;
|
||||
INT8 bBoxingState;
|
||||
INT8 bConsNumTurnsNotSeen;
|
||||
UINT8 ubArmyGuysKilled;
|
||||
|
||||
INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
|
||||
INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ];
|
||||
UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ];
|
||||
BOOLEAN fAtLeastOneGuyOnMultiSelect;
|
||||
BOOLEAN fSaidCreatureFlavourQuote;
|
||||
BOOLEAN fHaveSeenCreature;
|
||||
BOOLEAN fKilledEnemyOnAttack;
|
||||
UINT16 ubEnemyKilledOnAttack;
|
||||
INT8 bEnemyKilledOnAttackLevel;
|
||||
UINT16 ubEnemyKilledOnAttackLocation;
|
||||
BOOLEAN fItemsSeenOnAttack;
|
||||
BOOLEAN ubItemsSeenOnAttackSoldier;
|
||||
BOOLEAN fBeenInCombatOnce;
|
||||
BOOLEAN fSaidCreatureSmellQuote;
|
||||
UINT32 usItemsSeenOnAttackGridNo;
|
||||
BOOLEAN fLockItemLocators;
|
||||
UINT8 ubLastQuoteSaid;
|
||||
UINT8 ubLastQuoteProfileNUm;
|
||||
BOOLEAN fCantGetThrough;
|
||||
INT32 sCantGetThroughGridNo;
|
||||
INT32 sCantGetThroughSoldierGridNo;
|
||||
UINT16 ubCantGetThroughID;
|
||||
BOOLEAN fDidGameJustStart;
|
||||
BOOLEAN fStatChangeCheatOn;
|
||||
UINT8 ubLastRequesterTargetID;
|
||||
BOOLEAN fGoodToAllowCrows;
|
||||
UINT8 ubNumCrowsPossible;
|
||||
UINT32 uiTimeCounterForGiveItemSrc;
|
||||
BOOLEAN fUnLockUIAfterHiddenInterrupt;
|
||||
INT8 bNumFoughtInBattle[ MAXTEAMS ];
|
||||
UINT32 uiDecayBloodLastUpdate;
|
||||
UINT32 uiTimeSinceLastInTactical;
|
||||
BOOLEAN fHasAGameBeenStarted;
|
||||
INT8 bConsNumTurnsWeHaventSeenButEnemyDoes;
|
||||
BOOLEAN fSomeoneHit;
|
||||
UINT32 uiTimeSinceLastOpplistDecay;
|
||||
INT8 bMercArrivingQuoteBeingUsed;
|
||||
UINT16 ubEnemyKilledOnAttackKiller;
|
||||
BOOLEAN fCountingDownForGuideDescription;
|
||||
INT8 bGuideDescriptionCountDown;
|
||||
UINT8 ubGuideDescriptionToUse;
|
||||
INT8 bGuideDescriptionSectorX;
|
||||
INT8 bGuideDescriptionSectorY;
|
||||
INT8 fEnemyFlags;
|
||||
BOOLEAN fAutoBandagePending;
|
||||
BOOLEAN fHasEnteredCombatModeSinceEntering;
|
||||
BOOLEAN fDontAddNewCrows;
|
||||
UINT8 ubMorePadding;
|
||||
UINT16 sCreatureTenseQuoteDelay;
|
||||
UINT32 uiCreatureTenseQuoteLastUpdate;
|
||||
INT32 sPanicTriggerGridNo[ NUM_PANIC_TRIGGERS ];
|
||||
INT8 bPanicTriggerIsAlarm[ NUM_PANIC_TRIGGERS ];
|
||||
UINT8 ubPanicTolerance[ NUM_PANIC_TRIGGERS ];
|
||||
BOOLEAN fAtLeastOneGuyOnMultiSelect;
|
||||
BOOLEAN fSaidCreatureFlavourQuote;
|
||||
BOOLEAN fHaveSeenCreature;
|
||||
BOOLEAN fKilledEnemyOnAttack;
|
||||
UINT16 ubEnemyKilledOnAttack;
|
||||
INT8 bEnemyKilledOnAttackLevel;
|
||||
UINT16 ubEnemyKilledOnAttackLocation;
|
||||
BOOLEAN fItemsSeenOnAttack;
|
||||
BOOLEAN ubItemsSeenOnAttackSoldier;
|
||||
BOOLEAN fBeenInCombatOnce;
|
||||
BOOLEAN fSaidCreatureSmellQuote;
|
||||
UINT32 usItemsSeenOnAttackGridNo;
|
||||
BOOLEAN fLockItemLocators;
|
||||
UINT8 ubLastQuoteSaid;
|
||||
UINT8 ubLastQuoteProfileNUm;
|
||||
BOOLEAN fCantGetThrough;
|
||||
INT32 sCantGetThroughGridNo;
|
||||
INT32 sCantGetThroughSoldierGridNo;
|
||||
UINT16 ubCantGetThroughID;
|
||||
BOOLEAN fDidGameJustStart;
|
||||
BOOLEAN fStatChangeCheatOn;
|
||||
UINT8 ubLastRequesterTargetID;
|
||||
BOOLEAN fGoodToAllowCrows;
|
||||
UINT8 ubNumCrowsPossible;
|
||||
UINT32 uiTimeCounterForGiveItemSrc;
|
||||
BOOLEAN fUnLockUIAfterHiddenInterrupt;
|
||||
INT8 bNumFoughtInBattle[ MAXTEAMS ];
|
||||
UINT32 uiDecayBloodLastUpdate;
|
||||
UINT32 uiTimeSinceLastInTactical;
|
||||
BOOLEAN fHasAGameBeenStarted;
|
||||
INT8 bConsNumTurnsWeHaventSeenButEnemyDoes;
|
||||
BOOLEAN fSomeoneHit;
|
||||
UINT32 uiTimeSinceLastOpplistDecay;
|
||||
INT8 bMercArrivingQuoteBeingUsed;
|
||||
UINT16 ubEnemyKilledOnAttackKiller;
|
||||
BOOLEAN fCountingDownForGuideDescription;
|
||||
INT8 bGuideDescriptionCountDown;
|
||||
UINT8 ubGuideDescriptionToUse;
|
||||
INT8 bGuideDescriptionSectorX;
|
||||
INT8 bGuideDescriptionSectorY;
|
||||
INT8 fEnemyFlags;
|
||||
BOOLEAN fAutoBandagePending;
|
||||
BOOLEAN fHasEnteredCombatModeSinceEntering;
|
||||
BOOLEAN fDontAddNewCrows;
|
||||
UINT8 ubMorePadding;
|
||||
UINT16 sCreatureTenseQuoteDelay;
|
||||
UINT32 uiCreatureTenseQuoteLastUpdate;
|
||||
// SANDRO - added these
|
||||
UINT16 ubLastRequesterSurgeryTargetID;
|
||||
UINT8 ubInterruptPending;
|
||||
UINT16 ubLastRequesterSurgeryTargetID;
|
||||
UINT8 ubInterruptPending;
|
||||
// sevenfm: Ctrl+D disable interrupts
|
||||
BOOLEAN ubDisablePlayerInterrupts;
|
||||
BOOLEAN ubDisablePlayerInterrupts;
|
||||
// PADDING GONE!!!!!
|
||||
|
||||
};
|
||||
|
||||
@@ -1543,7 +1543,7 @@ public:
|
||||
///////////////////////////////////////////////////////
|
||||
// Flugente: this was the location of required variables required for the now removed poison feature. They can be used again
|
||||
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
|
||||
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
|
||||
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
|
||||
//INT8 bUnusedINT8_3;
|
||||
UINT16 usDragPersonID; // Flugente: id of person we are dragging
|
||||
|
||||
|
||||
Reference in New Issue
Block a user