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Correct loops
This commit is contained in:
@@ -1383,14 +1383,14 @@ void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
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{
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{
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SOLDIERTYPE *pSoldier2;
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SOLDIERTYPE *pSoldier2;
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UINT32 usSleepSpot2;
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UINT32 usSleepSpot2;
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SoldierID uiLoop;
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UINT16 uiLoop;
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SCHEDULENODE *pSchedule;
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SCHEDULENODE *pSchedule;
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UINT8 ubDirection;
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UINT8 ubDirection;
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// start after this soldier's ID so we don't duplicate work done in previous passes
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// start after this soldier's ID so we don't duplicate work done in previous passes
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for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++uiLoop )
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for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
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{
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{
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pSoldier2 = uiLoop;
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pSoldier2 = MercPtrs[uiLoop];
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if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
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if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
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{
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{
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pSchedule = GetSchedule( pSoldier2->ubScheduleID );
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pSchedule = GetSchedule( pSoldier2->ubScheduleID );
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+10
-8
@@ -874,7 +874,7 @@ void HandleSoldierAI( SOLDIERTYPE *pSoldier ) // FIXME - this function is named
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void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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{
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{
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SoldierID ubID;
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UINT16 ubID;
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if (gfTurnBasedAI)
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if (gfTurnBasedAI)
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{
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{
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@@ -887,17 +887,19 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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// search for any player merc to say close call quote
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// search for any player merc to say close call quote
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
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for ( ubID = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubID )
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{
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{
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if ( OK_INSECTOR_MERC( ubID ) )
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SOLDIERTYPE *pMerc = MercPtrs[ubID];
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if ( OK_INSECTOR_MERC( pMerc ) )
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{
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{
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if ( ubID->flags.fCloseCall )
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if ( pMerc->flags.fCloseCall )
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{
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{
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if ( !gTacticalStatus.fSomeoneHit && ubID->bNumHitsThisTurn == 0 && !(ubID->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
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if ( !gTacticalStatus.fSomeoneHit && pMerc->bNumHitsThisTurn == 0 && !(pMerc->usQuoteSaidExtFlags & SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL) && Random( 3 ) == 0 )
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{
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{
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// say close call quote!
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// say close call quote!
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TacticalCharacterDialogue( ubID, QUOTE_CLOSE_CALL );
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TacticalCharacterDialogue( pMerc, QUOTE_CLOSE_CALL );
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ubID->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
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pMerc->usQuoteSaidExtFlags |= SOLDIER_QUOTE_SAID_EXT_CLOSE_CALL;
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}
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}
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ubID->flags.fCloseCall = FALSE;
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pMerc->flags.fCloseCall = FALSE;
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}
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}
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}
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}
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}
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}
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@@ -942,7 +944,7 @@ void EndAIGuysTurn( SOLDIERTYPE *pSoldier )
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ubID = RemoveFirstAIListEntry();
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ubID = RemoveFirstAIListEntry();
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if (ubID != NOBODY)
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if (ubID != NOBODY)
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{
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{
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StartNPCAI( ubID );
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StartNPCAI( MercPtrs[ ubID ] );
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return;
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return;
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}
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}
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