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More conversions to SoldierID
This commit is contained in:
@@ -1730,10 +1730,10 @@ void AdjustForFastTurnAnimation( SOLDIERTYPE *pSoldier );
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UINT16 SelectFireAnimation( SOLDIERTYPE *pSoldier, UINT8 ubHeight );
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void SelectFallAnimation( SOLDIERTYPE *pSoldier );
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BOOLEAN FullStructAlone( INT32 sGridNo, UINT8 ubRadius );
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void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitBlade( SOLDIERTYPE* pSoldier, UINT8 ubHitLocation );
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation );
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void SoldierGotHitVehicle( SOLDIERTYPE* pSoldier, UINT16 bDirection );
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UINT8 CalcScreamVolume( SOLDIERTYPE * pSoldier, UINT8 ubCombinedLoss );
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void PlaySoldierFootstepSound( SOLDIERTYPE *pSoldier );
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@@ -6492,7 +6492,7 @@ void DoGenericHit( SOLDIERTYPE *pSoldier, UINT8 ubSpecial, INT16 bDirection )
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}
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void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT16 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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{
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INT32 usNewGridNo;
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BOOLEAN fBlownAway = FALSE;
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@@ -6517,7 +6517,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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if ( Item[usWeaponIndex].usItemClass == IC_GUN )
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ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType];
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if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy )
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if ( SpacesAway( pSoldier->sGridNo, ubAttackerID->sGridNo ) <= ubDistMessy )
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{
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usNewGridNo = NewGridNo( pSoldier->sGridNo, (INT8)(DirectionInc( pSoldier->ubDirection )) );
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@@ -6546,7 +6546,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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if ( Item[usWeaponIndex].usItemClass == IC_GUN )
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ubDistMessy *= gItemSettings.fDistMessyModifierGun[Weapon[usWeaponIndex].ubWeaponType];
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if ( SpacesAway( pSoldier->sGridNo, Menptr[ubAttackerID].sGridNo ) <= ubDistMessy )
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if ( SpacesAway( pSoldier->sGridNo, ubAttackerID->sGridNo ) <= ubDistMessy )
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{
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// possibly play torso explosion anim!
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@@ -6619,7 +6619,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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// Flugente: dynamic opinions
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if (gGameExternalOptions.fDynamicOpinions && ubAttackerID != NOBODY )
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HandleDynamicOpinionChange( MercPtrs[ubAttackerID], OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
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HandleDynamicOpinionChange( ubAttackerID, OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
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return;
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}
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@@ -6634,7 +6634,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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// Flugente: dynamic opinions
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if (gGameExternalOptions.fDynamicOpinions && ubAttackerID != NOBODY )
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HandleDynamicOpinionChange( MercPtrs[ubAttackerID], OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
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HandleDynamicOpinionChange( ubAttackerID, OPINIONEVENT_BRUTAL_GOOD, TRUE, TRUE );
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return;
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}
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@@ -6643,7 +6643,7 @@ void SoldierGotHitGunFire( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sD
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DoGenericHit( pSoldier, ubSpecial, bDirection );
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}
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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void SoldierGotHitExplosion( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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{
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// Flugente: if hit in legs or torso, blood will be on our uniform - parts of the clothes cannot be worn anymore
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if ( ubHitLocation == AIM_SHOT_TORSO )
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@@ -6858,7 +6858,7 @@ void SoldierGotHitBlade( SOLDIERTYPE *pSoldier, UINT8 ubHitLocation )
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}
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, UINT8 ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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void SoldierGotHitPunch( SOLDIERTYPE *pSoldier, UINT16 usWeaponIndex, INT16 sDamage, UINT16 bDirection, UINT16 sRange, SoldierID ubAttackerID, UINT8 ubSpecial, UINT8 ubHitLocation )
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{
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// IF HERE AND GUY IS DEAD, RETURN!
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@@ -12507,9 +12507,9 @@ void SOLDIERTYPE::EVENT_SoldierBeginBladeAttack( INT32 sGridNo, UINT8 ubDirectio
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if ( this->flags.uiStatusFlags & SOLDIER_MONSTER )
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{
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// Is there an unconscious guy at gridno......
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UINT16 ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
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SoldierID ubTargetID = WhoIsThere2( sGridNo, this->bTargetLevel );
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if ( ubTargetID != NOBODY && ((MercPtrs[ubTargetID]->stats.bLife < OKLIFE && MercPtrs[ubTargetID]->stats.bLife > 0) || (MercPtrs[ubTargetID]->bBreath < OKBREATH && MercPtrs[ubTargetID]->bCollapsed)) )
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if ( ubTargetID != NOBODY && ((ubTargetID->stats.bLife < OKLIFE && ubTargetID->stats.bLife > 0) || (ubTargetID->bBreath < OKBREATH && ubTargetID->bCollapsed)) )
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{
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this->aiData.uiPendingActionData4 = ubTargetID;
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@@ -13140,13 +13140,12 @@ void SOLDIERTYPE::EVENT_SoldierBeginFirstAid( INT32 sGridNo, UINT8 ubDirection )
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{
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SOLDIERTYPE *pTSoldier;
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//UINT32 uiMercFlags;
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UINT16 usSoldierIndex;
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BOOLEAN fRefused = FALSE;
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usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel );
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SoldierID usSoldierIndex = WhoIsThere2( sGridNo, this->pathing.bLevel );
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if ( usSoldierIndex != NOBODY )
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{
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pTSoldier = MercPtrs[usSoldierIndex];
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pTSoldier = usSoldierIndex;
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//SANDRO - hack! Find out if we are a doctor with medical bag trying to make a surgery
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this->fDoingSurgery = FALSE;
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@@ -13275,7 +13274,7 @@ void SOLDIERTYPE::EVENT_SoldierEnterVehicle( INT32 sGridNo, UINT8 ubDirection, U
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if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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{
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pTSoldier = MercPtrs[usSoldierIndex];
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pTSoldier = usSoldierIndex;
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// Enter vehicle...
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EnterVehicle( pTSoldier, this, ubSeatIndex );
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@@ -13790,7 +13789,7 @@ void SOLDIERTYPE::InternalGivingSoldierCancelServices( BOOLEAN fPlayEndAnim )
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// GET TARGET SOLDIER
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if ( this->ubServicePartner != NOBODY )
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{
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pTSoldier = MercPtrs[this->ubServicePartner];
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pTSoldier = this->ubServicePartner;
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// END SERVICE!
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pTSoldier->ubServiceCount--;
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@@ -14773,12 +14772,12 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
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if ( !IsLocationSittable( nextGridNoinSight, 0 ) )
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{
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// resting our gun on people is allowed sometimes
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UINT16 usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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SoldierID usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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if ( usPersonID == NOBODY )
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applybipod = TRUE;
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else
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{
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SOLDIERTYPE* pSoldier = MercPtrs[usPersonID];
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SOLDIERTYPE* pSoldier = usPersonID;
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// anv: vehicles don't mind
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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@@ -14797,7 +14796,7 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
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// Flugente: dynamic opinions
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if (gGameExternalOptions.fDynamicOpinions)
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{
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AddOpinionEvent(MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
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AddOpinionEvent(pSoldier->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
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}
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}
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}
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@@ -14847,12 +14846,12 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
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if ( !IsLocationSittable( nextGridNoinSight, 0 ) )
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{
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// resting our gun on people is allowed sometimes
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UINT16 usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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SoldierID usPersonID = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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if ( usPersonID == NOBODY )
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applybipod = TRUE;
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else
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{
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SOLDIERTYPE* pSoldier = MercPtrs[usPersonID];
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SOLDIERTYPE* pSoldier = usPersonID;
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// anv: vehicles don't mind
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if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
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@@ -14867,7 +14866,7 @@ BOOLEAN SOLDIERTYPE::IsWeaponMounted( void )
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// Flugente: dynamic opinions
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if (gGameExternalOptions.fDynamicOpinions)
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{
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AddOpinionEvent(MercPtrs[usPersonID]->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
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AddOpinionEvent(pSoldier->ubProfile, this->ubProfile, OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS);
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}
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}
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}
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@@ -15328,7 +15327,7 @@ BOOLEAN SOLDIERTYPE::IsFeedingExternal( UINT16 * pubId1, UINT16* pGunSlot1, UIN
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UINT16 lastslotforammo = MEDPOCK3POS;
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// for robots and AI-controlled soldiers (who don't have any LBE gear), we put a change in here so that ALL their slots are checked for ammo
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if ( this->bTeam != gbPlayerNum || MercPtrs[this->ubID]->flags.uiStatusFlags & SOLDIER_ROBOT )
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if ( this->bTeam != gbPlayerNum || this->ubID->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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firstslotforammo = HANDPOS;
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lastslotforammo = NUM_INV_SLOTS;
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@@ -15835,9 +15834,9 @@ BOOLEAN SOLDIERTYPE::EquipmentTooGood( BOOLEAN fCloselook )
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// are we in covert mode? we need to have the correct flag set, and not wear anything suspicious, or behave in a suspicious way
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BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
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BOOLEAN SOLDIERTYPE::SeemsLegit( SoldierID ubObserverID )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[ubObserverID];
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SOLDIERTYPE* pSoldier = ubObserverID;
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if ( !pSoldier )
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return TRUE;
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@@ -16123,7 +16122,7 @@ BOOLEAN SOLDIERTYPE::SeemsLegit( UINT16 ubObserverID )
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}
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// do we recognize someone else as a combatant?
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BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT16 ubTargetID )
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BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( SoldierID ubTargetID )
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{
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// this will only work with the new trait system
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if ( !gGameOptions.fNewTraitSystem )
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@@ -16132,7 +16131,7 @@ BOOLEAN SOLDIERTYPE::RecognizeAsCombatant( UINT16 ubTargetID )
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if ( ubTargetID == NOBODY )
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return TRUE;
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SOLDIERTYPE* pSoldier = MercPtrs[ubTargetID];
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SOLDIERTYPE* pSoldier = ubTargetID;
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if ( !pSoldier )
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return TRUE;
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@@ -16462,12 +16461,12 @@ BOOLEAN SOLDIERTYPE::FreePrisoner( )
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// we can only free people we are facing
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INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
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UINT16 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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SoldierID target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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// is there somebody?
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if ( target != NOBODY )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[target];
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SOLDIERTYPE* pSoldier = target;
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// if he is captured, free him!
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// note that this would also work for prisoner civs that we spawn in our prisons. All needed would be commanding the AI to get there
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@@ -18860,7 +18859,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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// if he does not do so, active vox operators will be targetted. Who knows, the vox operator might be doing a heroic last stand for all we know...
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//BOOLEAN signalshellfired = FALSE;
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const UINT8 maxFiringMortarsAmount = 5;
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UINT16 radiooperatorID = 0;
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SoldierID radiooperatorID = 0;
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UINT8 mortaritemcnt = 0;
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UINT16 mortararray[maxFiringMortarsAmount] = { 0 };
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@@ -19008,7 +19007,7 @@ BOOLEAN SOLDIERTYPE::OrderArtilleryStrike( UINT32 usSectorNr, INT32 sTargetGridN
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if ( radiooperatorID )
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{
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pSoldier = MercPtrs[radiooperatorID];
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pSoldier = radiooperatorID;
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// also drain the other guy's radio batteries
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pSoldier->UseRadio( );
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@@ -19337,12 +19336,12 @@ BOOLEAN SOLDIERTYPE::AIDoctorFriend( )
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// we can only free people we are facing
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INT32 nextGridNoinSight = NewGridNo( this->sGridNo, DirectionInc( this->ubDirection ) );
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UINT16 target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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SoldierID target = WhoIsThere2( nextGridNoinSight, this->pathing.bLevel );
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// is there somebody?
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if ( target != NOBODY )
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{
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SOLDIERTYPE* pSoldier = MercPtrs[target];
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SOLDIERTYPE* pSoldier = target;
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if ( pSoldier->bTeam != ENEMY_TEAM )
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return FALSE;
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@@ -20517,13 +20516,13 @@ BOOLEAN SOLDIERTYPE::CanDragInPrinciple(BOOLEAN fCheckStance)
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return TRUE;
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}
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BOOLEAN SOLDIERTYPE::CanDragPerson(UINT16 usID, BOOLEAN fCheckStance)
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BOOLEAN SOLDIERTYPE::CanDragPerson(SoldierID usID, BOOLEAN fCheckStance)
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{
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if (!CanDragInPrinciple(fCheckStance))
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return FALSE;
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// check whether this guy exists etc.
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SOLDIERTYPE* pSoldier = MercPtrs[usID];
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SOLDIERTYPE* pSoldier = usID;
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if ( pSoldier && pSoldier->bActive && pSoldier->bInSector )
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{
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@@ -20804,7 +20803,7 @@ BOOLEAN SOLDIERTYPE::IsDragging( bool aStopIfConditionNotSatisfied )
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return FALSE;
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}
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void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
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void SOLDIERTYPE::SetDragOrderPerson( SoldierID usID )
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{
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if ( CanDragPerson( usID ) )
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{
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@@ -20825,16 +20824,16 @@ void SOLDIERTYPE::SetDragOrderPerson( UINT16 usID )
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}
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}
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void SOLDIERTYPE::SetDragOrderCorpse( UINT32 usID )
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void SOLDIERTYPE::SetDragOrderCorpse( UINT32 uiCorpseID )
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{
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if ( CanDragCorpse( usID ) )
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if ( CanDragCorpse( uiCorpseID ) )
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{
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// sevenfm: if someone is dragging this corpse, cancel drag
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SOLDIERTYPE *pSoldier;
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for (UINT32 uiLoop = 0; uiLoop < guiNumMercSlots; uiLoop++)
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{
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pSoldier = MercPtrs[uiLoop];
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if (pSoldier && pSoldier->sDragCorpseID == usID)
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if (pSoldier && pSoldier->sDragCorpseID == uiCorpseID)
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{
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pSoldier->CancelDrag();
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}
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@@ -20842,7 +20841,7 @@ void SOLDIERTYPE::SetDragOrderCorpse( UINT32 usID )
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CancelDrag();
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this->sDragCorpseID = usID;
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this->sDragCorpseID = uiCorpseID;
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}
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}
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@@ -21014,7 +21013,7 @@ void SOLDIERTYPE::StopChatting()
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[DISTRACT_STOP_STR], this->GetName(), this->usChatPartnerID->GetName() );
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MercPtrs[this->usChatPartnerID]->usChatPartnerID = NOBODY;
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this->usChatPartnerID->usChatPartnerID = NOBODY;
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this->usChatPartnerID = NOBODY;
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}
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}
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@@ -21372,7 +21371,7 @@ UINT8 SOLDIERTYPE::GetThiefEvadeDetectionChance()
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return totalvalue;
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}
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BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
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BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( SoldierID usID )
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{
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if ( !gSkillTraitValues.fCOTurncoats
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|| gbWorldSectorZ
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@@ -21387,7 +21386,7 @@ BOOLEAN SOLDIERTYPE::InPositionForTurncoatAttempt( UINT16 usID )
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|| usID == NOBODY )
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return FALSE;
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SOLDIERTYPE* pSoldier = MercPtrs[usID];
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SOLDIERTYPE* pSoldier = usID;
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if ( !pSoldier
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|| pSoldier->bTeam != ENEMY_TEAM
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@@ -21543,12 +21542,12 @@ UINT8 SOLDIERTYPE::GetTurncoatConvinctionChance( SoldierID usID, INT16 sApproac
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return max( 0, min( 100, recruitrating - enemyresistancerating ) );
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}
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void SOLDIERTYPE::AttemptToCreateTurncoat( UINT16 usID )
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void SOLDIERTYPE::AttemptToCreateTurncoat( SoldierID usID )
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{
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if ( usID >= NOBODY )
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return;
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SOLDIERTYPE* pSoldier = MercPtrs[usID];
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SOLDIERTYPE* pSoldier = usID;
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if ( !pSoldier
|
||||
|| pSoldier->bTeam != ENEMY_TEAM
|
||||
@@ -21558,12 +21557,12 @@ void SOLDIERTYPE::AttemptToCreateTurncoat( UINT16 usID )
|
||||
HandleTurncoatAttempt( pSoldier );
|
||||
}
|
||||
|
||||
BOOLEAN SOLDIERTYPE::OrderTurnCoatToSwitchSides( UINT16 usID )
|
||||
BOOLEAN SOLDIERTYPE::OrderTurnCoatToSwitchSides( SoldierID usID )
|
||||
{
|
||||
if ( usID >= NOBODY )
|
||||
return FALSE;
|
||||
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[usID];
|
||||
SOLDIERTYPE* pSoldier = usID;
|
||||
|
||||
if (!pSoldier
|
||||
|| pSoldier->bTeam != ENEMY_TEAM
|
||||
@@ -22545,12 +22544,12 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
|
||||
if ( !gGameExternalOptions.fAllowPrisonerSystem )
|
||||
return;
|
||||
|
||||
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
|
||||
if ( ubPerson != NOBODY && MercPtrs[ubPerson]->CanBeCaptured( ) )
|
||||
if ( ubPerson != NOBODY && ubPerson->CanBeCaptured( ) )
|
||||
{
|
||||
// we found someone we can handcuff
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
|
||||
SOLDIERTYPE* pSoldier = ubPerson;
|
||||
|
||||
// check wether we will be successful
|
||||
BOOLEAN success = FALSE;
|
||||
@@ -22688,12 +22687,12 @@ void SOLDIERTYPE::EVENT_SoldierHandcuffPerson( INT32 sGridNo, UINT8 ubDirection
|
||||
|
||||
void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirection )
|
||||
{
|
||||
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
|
||||
if ( ubPerson != NOBODY )
|
||||
{
|
||||
// we found someone
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
|
||||
SOLDIERTYPE* pSoldier = ubPerson;
|
||||
|
||||
OBJECTTYPE* pObj = &(this->inv[HANDPOS]);
|
||||
|
||||
@@ -22824,12 +22823,12 @@ void SOLDIERTYPE::EVENT_SoldierApplyItemToPerson( INT32 sGridNo, UINT8 ubDirecti
|
||||
|
||||
void SOLDIERTYPE::EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirection )
|
||||
{
|
||||
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
|
||||
if ( ubPerson != NOBODY && ubPerson != this->ubID )
|
||||
{
|
||||
// we found someone
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
|
||||
SOLDIERTYPE* pSoldier = ubPerson;
|
||||
|
||||
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
|
||||
|
||||
@@ -22895,12 +22894,12 @@ void SOLDIERTYPE::EVENT_SoldierTakeBloodFromPerson( INT32 sGridNo, UINT8 ubDirec
|
||||
|
||||
void SOLDIERTYPE::EVENT_SoldierApplySplintToPerson( INT32 sGridNo, UINT8 ubDirection )
|
||||
{
|
||||
UINT16 ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
|
||||
if ( ubPerson != NOBODY && ubPerson != this->ubID )
|
||||
{
|
||||
// we found someone
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[ubPerson];
|
||||
SOLDIERTYPE* pSoldier = ubPerson;
|
||||
|
||||
OBJECTTYPE* pObj = &( this->inv[HANDPOS] );
|
||||
|
||||
@@ -22964,12 +22963,10 @@ void SOLDIERTYPE::EVENT_SoldierInteractiveAction( INT32 sGridNo, UINT16 usAction
|
||||
|
||||
void SOLDIERTYPE::EVENT_SoldierBeginReloadRobot( INT32 sGridNo, UINT8 ubDirection, UINT8 ubMercSlot )
|
||||
{
|
||||
UINT16 ubPerson;
|
||||
|
||||
// Make sure we have a robot here....
|
||||
ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
SoldierID ubPerson = WhoIsThere2( sGridNo, this->pathing.bLevel );
|
||||
|
||||
if ( ubPerson != NOBODY && MercPtrs[ubPerson]->flags.uiStatusFlags & SOLDIER_ROBOT )
|
||||
if ( ubPerson != NOBODY && ubPerson->flags.uiStatusFlags & SOLDIER_ROBOT )
|
||||
{
|
||||
// CHANGE DIRECTION AND GOTO ANIMATION NOW
|
||||
if (this->ubDirection != ubDirection)
|
||||
@@ -23195,18 +23192,18 @@ void AbandonBoxingDueToSurrenderCallback(UINT8 ubExitValue)
|
||||
}
|
||||
|
||||
SOLDIERTYPE *pTMilitiaSoldier;//global pointer
|
||||
BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( UINT16 ubTargetID, BOOLEAN fValidate )
|
||||
BOOLEAN SOLDIERTYPE::PlayerSoldierStartTalking( SoldierID ubTargetID, BOOLEAN fValidate )
|
||||
{
|
||||
INT16 sFacingDir, sXPos, sYPos, sAPCost;
|
||||
SOLDIERTYPE *pTSoldier;
|
||||
UINT32 uiRange;
|
||||
INT16 sFacingDir, sXPos, sYPos, sAPCost;
|
||||
SOLDIERTYPE *pTSoldier;
|
||||
UINT32 uiRange;
|
||||
|
||||
if ( ubTargetID == NOBODY )
|
||||
{
|
||||
return(FALSE);
|
||||
}
|
||||
|
||||
pTSoldier = MercPtrs[ubTargetID];
|
||||
pTSoldier = ubTargetID;
|
||||
|
||||
// Check distance again, to be sure
|
||||
if ( fValidate )
|
||||
@@ -23392,7 +23389,7 @@ BOOLEAN SOLDIERTYPE::IsValidSecondHandBurst( void )
|
||||
{
|
||||
if ( this->bDoAutofire )
|
||||
{
|
||||
// if second gun cannot use atuofire mode
|
||||
// if second gun cannot use autofire mode
|
||||
if ( !IsGunAutofireCapable( &this->inv[SECONDHANDPOS] ) )
|
||||
{
|
||||
return(FALSE);
|
||||
|
||||
Reference in New Issue
Block a user