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Merged revision(s) 7251 from branches/ja2_source_official_2014:
code cleanup & removed some warnings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7252 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+3
-3
@@ -468,7 +468,7 @@ DropDownBase::SelectDropDownRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason
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else if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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UINT8 ubSelected = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
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mSelectedEntry = min(ubSelected + mFirstShownEntry, mEntryVector.size() -1) ;
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mSelectedEntry = min(ubSelected + mFirstShownEntry, max(0, mEntryVector.size() -1) );
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Destroy_Drop();
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}
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@@ -538,10 +538,10 @@ DropDownBase::SelectScrollAreaDropDownMovementCallBack(MOUSE_REGION * pRegion, I
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}
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else if( mFirstShownEntry + ubCityNum > mSelectedEntry )
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{
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mSelectedEntry = min(mFirstShownEntry + ubCityNum, mEntryVector.size() - 1);
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mSelectedEntry = min( mFirstShownEntry + ubCityNum, max( 0, mEntryVector.size( ) - 1 ) );
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if ( ubCityNum == mNumDisplayedEntries - 1 )
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mFirstShownEntry = min(mFirstShownEntry + 1, mEntryVector.size() - 1);
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mFirstShownEntry = min( mFirstShownEntry + 1, max( 0, mEntryVector.size( ) - 1 ) );
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}
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InvalidateRegion(pRegion->RegionTopLeftX, pRegion->RegionTopLeftY, pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
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+103
-254
File diff suppressed because it is too large
Load Diff
+14
-17
@@ -4076,26 +4076,23 @@ static int l_FadeOutGameScreen(lua_State *L)
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int l_InitMapProfil (lua_State *L)
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{
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if ( lua_gettop(L) >= 1 )
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{
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UINT8 prof = lua_tointeger(L,1);
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INT16 x = lua_tointeger(L,2);
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INT16 y = lua_tointeger(L,3);
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INT16 z = lua_tointeger(L,4);
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UINT32 gridno = lua_tointeger(L,5);
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gMercProfiles[ prof ].sSectorX = x;
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gMercProfiles[ prof ].sSectorY = y;
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gMercProfiles[ prof ].bSectorZ = z;
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gMercProfiles[ prof ].sGridNo = gridno;
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gMercProfiles[ prof ].fUseProfileInsertionInfo = TRUE;
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gMercProfiles[ prof ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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gMercProfiles[ prof ].usStrategicInsertionData = gridno;
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{
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UINT8 prof = lua_tointeger(L,1);
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INT16 x = lua_tointeger(L,2);
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INT16 y = lua_tointeger(L,3);
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INT8 z = lua_tointeger(L,4);
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UINT32 gridno = lua_tointeger(L,5);
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gMercProfiles[ prof ].sSectorX = x;
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gMercProfiles[ prof ].sSectorY = y;
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gMercProfiles[ prof ].bSectorZ = z;
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gMercProfiles[ prof ].sGridNo = gridno;
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gMercProfiles[ prof ].fUseProfileInsertionInfo = TRUE;
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gMercProfiles[ prof ].ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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gMercProfiles[ prof ].usStrategicInsertionData = gridno;
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}
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return 0;
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return 0;
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}
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static int l_ProfilesStrategicInsertionData (lua_State *L)
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@@ -4006,7 +4006,7 @@ void DisplayDistancesForHelicopter( void )
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UINT32 uiCostRed = __max(0,gGameExternalOptions.usHelicopterBaseCostPerRedTile + gsSkyriderCostModifier);
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uiTripCost = ( sNumSafeSectors * uiCostGreen ) + ( sNumUnSafeSectors * uiCostRed );
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if( uiTripCost > LaptopSaveInfo.iCurrentBalance )
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if( (INT32)uiTripCost > LaptopSaveInfo.iCurrentBalance )
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SetFontForeground( FONT_LTRED );
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swprintf( sString, L"%d", uiTripCost );
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+2
-1
@@ -5756,7 +5756,7 @@ void RemoveProhibitedAttachments(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, UINT16
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// put it on the ground //dnl ch75 281013
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INT32 sGridNo = NOWHERE;
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UINT8 ubLevel = 0;
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for(int i=0; i<guiNumWorldItems; i++)
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for(UINT32 i=0; i<guiNumWorldItems; ++i)
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{
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if(gWorldItems[i].fExists && (pObj == &gWorldItems[i].object))
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{
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@@ -5765,6 +5765,7 @@ void RemoveProhibitedAttachments(SOLDIERTYPE* pSoldier, OBJECTTYPE* pObj, UINT16
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break;
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}
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}
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if(sGridNo != NOWHERE)
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{
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if(guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool)
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@@ -415,7 +415,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
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ubMaxBullets = DefaultAutofireBulletsByGunClass( pSoldier );
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if( ubMaxBullets == 0 )
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{
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ubMaxBullets = usShotsLeft;
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ubMaxBullets = (UINT8)usShotsLeft;
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bMaxAim = maxAimLevels;
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}
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@@ -12150,17 +12150,13 @@ INT16 GetAPsToReload( OBJECTTYPE *pObj )
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else if ( Item[ pObj->usItem ].usItemClass == IC_LAUNCHER )
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fModifier = gItemSettings.fAPtoReloadModifierLauncher;
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return ( Weapon[ pObj->usItem ].APsToReload * fModifier *
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( 100 - GetPercentReloadTimeAPReduction(pObj) ) ) / 100;
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return ( Weapon[ pObj->usItem ].APsToReload * fModifier * ( 100 - GetPercentReloadTimeAPReduction(pObj) ) ) / 100;
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}
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// HEADROCK HAM 3.4: Estimates the number of bullets left in the gun. For use during combat.
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CHAR16 gBulletCount[10]; // This is a global containing the bullet count string
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void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj )
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{
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UINT16 usExpLevel;
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UINT32 usDexterity;
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UINT32 usWisdom;
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+43
-43
@@ -41,14 +41,14 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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if ((sGridNo < 0) || (sGridNo >= GRIDSIZE))
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{
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#ifdef RECORDNET
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fprintf(NetDebugFile,"LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno %d",GridNo);
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fprintf(NetDebugFile,"LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno %d",GridNo);
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#endif
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#ifdef BETAVERSION
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NumMessage("LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno ",GridNo);
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NumMessage("LegalNPC->pathing.sDestination: ERROR - rcvd invalid gridno ",GridNo);
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#endif
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return(FALSE);
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return(FALSE);
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}
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//dnl ch53 121009 Return false if gridno on different level from merc or inside unvisible area
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@@ -58,33 +58,32 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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// skip mercs if turnbased and adjacent AND not doing an IGNORE_PATH check (which is used almost exclusively by GoAsFarAsPossibleTowards)
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fSkipTilesWithMercs = (gfTurnBasedAI && ubPathMode != IGNORE_PATH && SpacesAway( pSoldier->sGridNo, sGridNo ) == 1 );
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// if this gridno is an OK destination
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// AND the gridno is NOT in a tear-gassed tile when we have no gas mask
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// AND someone is NOT already standing there
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// AND we're NOT already standing at that gridno
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// AND the gridno hasn't been black-listed for us
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// if this gridno is an OK destination
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// AND the gridno is NOT in a tear-gassed tile when we have no gas mask
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// AND someone is NOT already standing there
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// AND we're NOT already standing at that gridno
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// AND the gridno hasn't been black-listed for us
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// Nov 28 98: skip people in destination tile if in turnbased
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if ( ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) ) &&
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// Nov 28 98: skip people in destination tile if in turnbased
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if ( ( NewOKDestination(pSoldier, sGridNo, fSkipTilesWithMercs, pSoldier->pathing.bLevel ) ) &&
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( !InGas( pSoldier, sGridNo ) ) &&
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( sGridNo != pSoldier->sGridNo ) &&
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( sGridNo != pSoldier->pathing.sBlackList ) )
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/*
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if ( ( NewOKDestination(pSoldier, sGridno, FALSE, pSoldier->pathing.bLevel ) ) &&
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( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
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( sGridno != pSoldier->sGridNo ) &&
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( sGridno != pSoldier->pathing.sBlackList ) )*/
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/*
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if ( ( NewOKDestination(pSoldier,sGridno,ALLPEOPLE, pSoldier->pathing.bLevel ) ) &&
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( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
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( sGridno != pSoldier->sGridNo ) &&
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( sGridno != pSoldier->pathing.sBlackList ) )
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*/
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/*
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if ( ( NewOKDestination(pSoldier, sGridno, FALSE, pSoldier->pathing.bLevel ) ) &&
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( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
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( sGridno != pSoldier->sGridNo ) &&
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( sGridno != pSoldier->pathing.sBlackList ) )*/
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/*
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if ( ( NewOKDestination(pSoldier,sGridno,ALLPEOPLE, pSoldier->pathing.bLevel ) ) &&
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( !(gpWorldLevelData[ sGridno ].ubExtFlags[0] & (MAPELEMENT_EXT_SMOKE | MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) || ( pSoldier->inv[ HEAD1POS ].usItem == GASMASK || pSoldier->inv[ HEAD2POS ].usItem == GASMASK ) ) &&
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( sGridno != pSoldier->sGridNo ) &&
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( sGridno != pSoldier->pathing.sBlackList ) )
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*/
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{
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// if water's a problem, and gridno is in a water tile (bridges are OK)
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// if water's a problem, and gridno is in a water tile (bridges are OK)
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if (!ubWaterOK && Water(sGridNo))
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return(FALSE);
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return(FALSE);
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//Madd: added to prevent people from running into gas and fire
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if ( (gpWorldLevelData[sGridNo].ubExtFlags[pSoldier->pathing.bLevel] & (MAPELEMENT_EXT_TEARGAS | MAPELEMENT_EXT_MUSTARDGAS)) &&
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@@ -97,34 +96,35 @@ int LegalNPCDestination(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubPathMode,
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return( FALSE );
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}
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// passed all checks, now try to make sure we can get there!
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switch (ubPathMode)
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{
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// if finding a path wasn't asked for (could have already been done,
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// for example), don't bother
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case IGNORE_PATH : return(TRUE);
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// passed all checks, now try to make sure we can get there!
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switch (ubPathMode)
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{
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// if finding a path wasn't asked for (could have already been done,
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// for example), don't bother
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case IGNORE_PATH : return(TRUE);
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case ENSURE_PATH : if ( FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, COPYROUTE, fFlags ) )
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{
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return(TRUE); // legal destination
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}
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else // got this far, but found no clear path,
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{
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// so test fails
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return(FALSE);
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}
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case ENSURE_PATH : if ( FindBestPath( pSoldier, sGridNo, pSoldier->pathing.bLevel, WALKING, COPYROUTE, fFlags ) )
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{
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return(TRUE); // legal destination
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}
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else // got this far, but found no clear path,
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{
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// so test fails
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return(FALSE);
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}
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// *** NOTE: movement mode hardcoded to WALKING !!!!!
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// *** NOTE: movement mode hardcoded to WALKING !!!!!
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case ENSURE_PATH_COST: return(PlotPath(pSoldier,sGridNo,FALSE,FALSE,FALSE,WALKING,FALSE,FALSE,0));
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default :
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default :
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#ifdef BETAVERSION
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NumMessage("LegalNPC->pathing.sDestination: ERROR - illegal pathMode = ",ubPathMode);
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#endif
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return(FALSE);
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}
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}
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}
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else // something failed - didn't even have to test path
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// something failed - didn't even have to test path
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return(FALSE); // illegal destination
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}
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