mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
added sync for bandaging anim and ability to heal other teams
add names to end turn dialog. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2182 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+57
-8
@@ -1744,9 +1744,7 @@ void requestSETTINGS(void)
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//cl_name.client_num=CLIENT_NUM;
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strcpy(cl_name.client_name , CLIENT_NAME);
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cl_name.team=TEAM;
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//cl_name.cl_ops[1]=OP_TEAM_2;
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//cl_name.cl_ops[2]=OP_TEAM_3;
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//cl_name.cl_ops[3]=OP_TEAM_4;
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cl_name.cl_edge=atoi(SECT_EDGE);
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@@ -2042,8 +2040,19 @@ void recieveSTATE(RPCParameters *rpcParameters)
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SOLDIERTYPE * pSoldier=MercPtrs[ new_state->usSoldierID ];
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if(pSoldier->bActive)
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if(pSoldier->bActive)
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{
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if(new_state->usNewState==93)
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{
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pSoldier->EVENT_InternalSetSoldierPosition( new_state->sXPos, new_state->sYPos ,FALSE, FALSE, FALSE );
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pSoldier->ChangeSoldierStance( ANIM_CROUCH );
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pSoldier->EVENT_SetSoldierDirection( new_state->usNewDirection );
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}
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if(new_state->usNewState==95)ScreenMsg( FONT_YELLOW, MSG_CHAT, L"All Bandaged.");
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pSoldier->EVENT_InitNewSoldierAnim( new_state->usNewState, new_state->usStartingAniCode, new_state->fForce );
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}
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//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
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//someday ;)
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}
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@@ -2291,12 +2300,15 @@ void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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SUpdateNetworkSoldier.usSoldierID=pSoldier->ubID;
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if(pSoldier->ubID < 20)SUpdateNetworkSoldier.usSoldierID=pSoldier->ubID+ubID_prefix;
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SUpdateNetworkSoldier.sAtGridNo=pSoldier->sGridNo;
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SUpdateNetworkSoldier.bBreath=pSoldier->bBreath;
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SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
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SUpdateNetworkSoldier.bLife=pSoldier->stats.bLife;
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SUpdateNetworkSoldier.bBleeding=pSoldier->bBleeding;
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SUpdateNetworkSoldier.ubDirection=pSoldier->ubDirection;
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if((gTacticalStatus.ubTopMessageType == PLAYER_TURN_MESSAGE || gTacticalStatus.ubTopMessageType == PLAYER_INTERRUPT_MESSAGE || ((gTacticalStatus.ubTopMessageType == COMPUTER_INTERRUPT_MESSAGE || gTacticalStatus.ubTopMessageType == COMPUTER_TURN_MESSAGE )&& is_server)) && (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT))//update progress bar, not supporting coop yet...
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{
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@@ -2322,6 +2334,8 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
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INT16 sCellX, sCellY;
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sCellX = CenterX( SUpdateNetworkSoldier->sAtGridNo );
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sCellY = CenterY( SUpdateNetworkSoldier->sAtGridNo );
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@@ -2395,10 +2409,14 @@ void overide_turn (void)
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if(is_server)
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{
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//manual overide command for server
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const STR16 msg = MPClientMessage[30];
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//const STR16 msg = MPClientMessage[30];
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CHAR16 Cmsg[255];
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swprintf(Cmsg, L"Start turn for client number: #1-'%S', #2-'%S', #3-'%S', #4-'%S'",client_names[0],client_names[1],client_names[2],client_names[3]);
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SGPRect CenterRect = { 100, 100, SCREEN_WIDTH - 100, 300 };
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DoMessageBox( MSG_BOX_BASIC_STYLE, msg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, turn_callback, &CenterRect );
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DoMessageBox( MSG_BOX_BASIC_STYLE, Cmsg, guiCurrentScreen, MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS | MSG_BOX_FLAG_USE_CENTERING_RECT, turn_callback, &CenterRect );
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}
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else ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, MPClientMessage[22] );
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@@ -2563,6 +2581,36 @@ if(is_server)
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}
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}
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void send_heal (SOLDIERTYPE *pSoldier )
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{
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heal data;
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data.ubID=pSoldier->ubID;
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data.bLife=pSoldier->stats.bLife;
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data.bBleeding=pSoldier->bBleeding;
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client->RPC("sendHEAL",(const char*)&data, (int)sizeof(heal)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void recieve_heal (RPCParameters *rpcParameters)
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{
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heal* data = (heal*)rpcParameters->input;
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UINT16 healed;
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if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+5)))
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healed = (data->ubID - ubID_prefix);
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else
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healed = data->ubID;
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SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
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pSoldier->bBleeding=data->bBleeding;
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pSoldier->stats.bLife=data->bLife;
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ScreenMsg( FONT_LTGREEN, MSG_INTERFACE, L"healing..." );
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}
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//***************************
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//*** client connection*****
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//*************************
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@@ -2609,6 +2657,7 @@ void connect_client ( void )
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REGISTER_STATIC_RPC(client, null_team);
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REGISTER_STATIC_RPC(client, gotoRT);
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REGISTER_STATIC_RPC(client, recieve_wipe);
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REGISTER_STATIC_RPC(client, recieve_heal);
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//***
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if (b)
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@@ -16,6 +16,15 @@ typedef struct
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INT16 sGridNo;
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BOOLEAN fNoAnimations;
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}doors;
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typedef struct
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{
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UINT16 ubID;
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INT8 bLife;
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INT8 bBleeding;
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}heal;
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void send_door ( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fNoAnimations );
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void send_changestate (EV_S_CHANGESTATE * SChangeState);
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@@ -62,3 +71,4 @@ BOOLEAN check_status (void);
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extern UINT8 NumEnemyInSector( );
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extern INT8 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
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void send_heal (SOLDIERTYPE *pSoldier );
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@@ -196,6 +196,11 @@ void sendWIPE(RPCParameters *rpcParameters)
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server->RPC("recieve_wipe",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void sendHEAL(RPCParameters *rpcParameters)
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{
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server->RPC("recieve_heal",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void startCOMBAT(RPCParameters *rpcParameters)
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{
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if(!( gTacticalStatus.uiFlags & INCOMBAT ))
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@@ -554,6 +559,7 @@ if(gsPLAYER_BSIDE==2)//only enable ai during coop
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REGISTER_STATIC_RPC(server, sendREAL);
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REGISTER_STATIC_RPC(server, startCOMBAT);
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REGISTER_STATIC_RPC(server, sendWIPE);
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REGISTER_STATIC_RPC(server, sendHEAL);
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//
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@@ -112,6 +112,8 @@ void test_func2 (void)//now bound to "0" //currently displays coordinates of the
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SOLDIERTYPE * pSoldier=MercPtrs[ 0 ];
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pSoldier->ubServicePartner = NOBODY;
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//SOLDIERTYPE * pSoldier2=MercPtrs[ 127 ];
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//
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////pSoldier->AdjustNoAPToFinishMove( TRUE );
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@@ -2510,7 +2510,8 @@ BOOLEAN SOLDIERTYPE::ChangeSoldierState( UINT16 usNewState, UINT16 usStartingAni
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SChangeState.sXPos = this->sX;
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SChangeState.sYPos = this->sY;
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SChangeState.fForce = fForce;
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SChangeState.uiUniqueId = this->uiUniqueSoldierIdValue;
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SChangeState.usNewDirection = this->ubDirection;
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//AddGameEvent( S_CHANGESTATE, 0, &SChangeState );
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if(is_server && this->ubID < 120)
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@@ -6087,7 +6088,9 @@ void SOLDIERTYPE::SoldierGotoStationaryStance( void )
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}
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else if ( this->ubServicePartner != NOBODY && this->stats.bLife >= OKLIFE && this->bBreath > 0 )
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{
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this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( GIVING_AID, 0 , FALSE );
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else this->ChangeSoldierState( GIVING_AID, 0, 0 );
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}
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else
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{
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@@ -10631,7 +10634,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT16 sGridNo, UINT8 ubDirection )
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//else
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{
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// CHANGE TO ANIMATION
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this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( START_AID, 0 , FALSE );
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else this->ChangeSoldierState( START_AID, 0, 0 );
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}
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// SET TARGET GRIDNO
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@@ -10873,6 +10878,7 @@ UINT32 SOLDIERTYPE::SoldierDressWound( SOLDIERTYPE *pVictim, INT16 sKitPts, INT1
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// DEXTERITY GAIN (actual / 6): Helped someone by giving first aid
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StatChange(this, DEXTAMT, (UINT16)(uiActual / 6), FALSE);
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}
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if(is_networked && pVictim->ubID > 19)send_heal(pVictim);
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return( uiMedcost );
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}
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@@ -10908,7 +10914,8 @@ void SOLDIERTYPE::InternalReceivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
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// don't use end aid animation in autobandage
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if ( pTSoldier->stats.bLife >= OKLIFE && pTSoldier->bBreath > 0 && fPlayEndAnim )
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{
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pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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if(!is_networked)pTSoldier->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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else pTSoldier->ChangeSoldierState( END_AID, 0, 0 );
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}
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}
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@@ -10953,7 +10960,8 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
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if ( this->stats.bLife >= OKLIFE && this->bBreath > 0 && fPlayEndAnim )
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{
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// don't use end aid animation in autobandage
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this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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if(!is_networked)this->EVENT_InitNewSoldierAnim( END_AID, 0 , FALSE );
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else this->ChangeSoldierState( END_AID, 0, 0 );
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}
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}
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}
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@@ -67,6 +67,7 @@ typedef struct
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INT16 sYPos;
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UINT16 usStartingAniCode;
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BOOLEAN fForce;
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UINT8 usNewDirection;//hayden
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} EV_S_CHANGESTATE;
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@@ -257,6 +258,7 @@ typedef struct
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UINT16 usTactialTurnLimitCounter;
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UINT16 usTactialTurnLimitMax;
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UINT8 ubDirection;
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} EV_S_UPDATENETWORKSOLDIER;
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