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Driveable vehicle update (by anv)
- Vehicles can now exit sector in tactical screen. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7216 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -4089,7 +4089,12 @@ void JumpIntoAdjacentSector( UINT8 ubTacticalDirection, UINT8 ubJumpCode, INT32
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curr = pGroup->pPlayerList;
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while( curr )
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{
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if ( OK_CONTROLLABLE_MERC( curr->pSoldier) )
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// anv: passengers can't move anyway
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if( curr->pSoldier->bAssignment == VEHICLE )
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{
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curr->pSoldier->ubWaitActionToDo = 0;
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}
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else if ( OK_CONTROLLABLE_MERC( curr->pSoldier ) )
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{
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if ( ubTacticalDirection != 255 )
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{
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@@ -4784,6 +4789,12 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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return FALSE;
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}
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// anv: vehicles can't use inner exit grids
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if( bExitDirection == (-1) && MercPtrs[gusSelectedSoldier]->bAssignment == VEHICLE )
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{
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return FALSE;
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}
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/*
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//Exception code for the two sectors in San Mona that are separated by a cliff. We want to allow strategic
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//traversal, but NOT tactical traversal. The only way to tactically go from D4 to D5 (or viceversa) is to enter
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@@ -4812,7 +4823,9 @@ BOOLEAN OKForSectorExit( INT8 bExitDirection, INT32 usAdditionalData, UINT32 *pu
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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// If we are controllable
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if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
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//if ( OK_CONTROLLABLE_MERC( pSoldier) && pSoldier->bAssignment == CurrentSquad( ) )
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if ( OK_CONTROLLABLE_MERC( pSoldier) && ( pSoldier->bAssignment == CurrentSquad( ) ||
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( pSoldier->bAssignment == VEHICLE && GetSoldierStructureForVehicle(pSoldier->iVehicleId)->bAssignment == CurrentSquad( ) ) ) )
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{
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//Need to keep a copy of a good soldier, so we can access it later, and
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//not more than once.
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