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Convert SOLDIERTYPE::ubOppNum to SoldierID
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@@ -1134,7 +1134,7 @@ public:
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UINT8 ubWaitActionToDo;
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INT8 ubInsertionDirection;
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INT8 bGunType;
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UINT16 ubOppNum;
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SoldierID ubOppNum;
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INT8 bLastRenderVisibleValue;
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UINT8 ubAttackingHand;
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INT16 sWeightCarriedAtTurnStart;
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+29
-23
@@ -5635,13 +5635,13 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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if ( pAttacker->ubOppNum != NOBODY )
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{
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// if it was another team shooting at someone under our control
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if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
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if ( pAttacker->bTeam != pAttacker->ubOppNum->bTeam )
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{
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// if OPPONENT is under our control
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if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
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if ( pAttacker->ubOppNum->bTeam == gbPlayerNum )
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{
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// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
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StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
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StatChange( pAttacker->ubOppNum, AGILAMT, 5, FROM_FAILURE );
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}
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}
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}
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@@ -6057,31 +6057,35 @@ void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UIN
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// anv: enemy taunt on miss
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if( pBullet->pFirer != NULL && pBullet->pFirer->ubOppNum != NOBODY )
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{
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SoldierID OpponentID = pBullet->pFirer->ubOppNum;
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INT8 Team = OpponentID->bTeam;
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SoldierID ShooterID = pBullet->pFirer->ubID;
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if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_GUN )
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{
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if (gTauntsSettings.fTauntVoice)
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{
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// say taunt only to inform others
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if (gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_CURRENTLY &&
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gbPublicOpplist[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam][pBullet->pFirer->ubID] != SEEN_THIS_TURN &&
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gTacticalStatus.Team[MercPtrs[pBullet->pFirer->ubOppNum]->bTeam].bMenInSector > 1)
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if (gbPublicOpplist[Team][ShooterID] != SEEN_CURRENTLY &&
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gbPublicOpplist[Team][ShooterID] != SEEN_THIS_TURN &&
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gTacticalStatus.Team[Team].bMenInSector > 1)
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{
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PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
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PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_GUNFIRE, ShooterID);
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}
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}
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else if (MercPtrs[pBullet->pFirer->ubOppNum]->aiData.bOppList[pBullet->pFirer->ubID] == SEEN_CURRENTLY)
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else if (OpponentID->aiData.bOppList[ShooterID] == SEEN_CURRENTLY)
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{
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PossiblyStartEnemyTaunt(MercPtrs[pBullet->pFirer->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pBullet->pFirer->ubID);
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PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_GUNFIRE, ShooterID);
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}
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, pBullet->pFirer->ubOppNum );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_GUNFIRE, OpponentID);
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}
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else if( Item[ pBullet->pFirer->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
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{
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if( MercPtrs[ pBullet->pFirer->ubOppNum ]->aiData.bOppList[ pBullet->pFirer->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[ pBullet->pFirer->ubOppNum ], TAUNT_GOT_MISSED_THROWING_KNIFE, pBullet->pFirer->ubID );
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if( OpponentID->aiData.bOppList[ShooterID] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt(OpponentID, TAUNT_GOT_MISSED_THROWING_KNIFE, ShooterID);
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, pBullet->pFirer->ubOppNum );
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PossiblyStartEnemyTaunt( pBullet->pFirer, TAUNT_MISS_THROWING_KNIFE, OpponentID);
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}
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}
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}
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@@ -9060,7 +9064,7 @@ INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BO
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void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
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{
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BOOLEAN fDoMissForGun = FALSE;
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SOLDIERTYPE* pAttacker = NULL;
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SOLDIERTYPE* pAttacker = NULL;
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BULLET* pBullet;
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if ( ubAttackerID == NOBODY )
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@@ -9071,13 +9075,13 @@ void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
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if ( pAttacker->ubOppNum != NOBODY )
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{
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// if it was another team shooting at someone under our control
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if ( (pAttacker->bTeam != Menptr[ pAttacker->ubOppNum ].bTeam ) )
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if ( (pAttacker->bTeam != pAttacker->ubOppNum->bTeam ) )
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{
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// if OPPONENT is under our control
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if (Menptr[ pAttacker->ubOppNum ].bTeam == gbPlayerNum )
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if (pAttacker->ubOppNum->bTeam == gbPlayerNum )
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{
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// AGILITY GAIN: Opponent "dodged" a bullet shot at him (it missed)
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StatChange( MercPtrs[ pAttacker->ubOppNum ], AGILAMT, 5, FROM_FAILURE );
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StatChange( pAttacker->ubOppNum, AGILAMT, 5, FROM_FAILURE );
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}
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}
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}
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@@ -9161,17 +9165,19 @@ void ShotMiss( UINT16 ubAttackerID, INT32 iBullet )
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// anv: enemy taunt on miss
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if ( pAttacker != NULL && pAttacker->ubOppNum != NOBODY )
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{
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SoldierID OpponentID = pAttacker->ubOppNum;
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if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_GUN )
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{
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if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_GUNFIRE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, pAttacker->ubOppNum );
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if(OpponentID->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( OpponentID, TAUNT_GOT_MISSED_GUNFIRE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_GUNFIRE, OpponentID );
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}
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else if( Item[ pAttacker->usAttackingWeapon ].usItemClass & IC_THROWING_KNIFE )
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{
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if( MercPtrs[pAttacker->ubOppNum]->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( MercPtrs[pAttacker->ubOppNum], TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, pAttacker->ubOppNum );
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if( OpponentID->aiData.bOppList[ pAttacker->ubID ] == SEEN_CURRENTLY )
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PossiblyStartEnemyTaunt( OpponentID, TAUNT_GOT_MISSED_THROWING_KNIFE, pAttacker->ubID );
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PossiblyStartEnemyTaunt( pAttacker, TAUNT_MISS_THROWING_KNIFE, OpponentID );
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}
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}
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}
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