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- Fix: VS2010 debug build issue with reading in StructureConstruct.xml
- replaced a few hardcoded values with enums - use TANK(...) macro instead of checking for bodytype by hand git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7959 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -2543,16 +2543,16 @@ INT32 FindFlankingSpot(SOLDIERTYPE *pSoldier, INT32 sPos, INT8 bAction )
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}
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if ( sDesiredDir < 0 )
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sDesiredDir += 8;
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sDesiredDir += NUM_WORLD_DIRECTIONS;
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if ( sDesiredDir > 8 )
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sDesiredDir -= 8;
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if ( sDesiredDir > NUM_WORLD_DIRECTIONS )
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sDesiredDir -= NUM_WORLD_DIRECTIONS;
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DebugMsg ( TOPIC_JA2AI , DBG_LEVEL_3 , String("FindFlankingSpot: direction to loc = %d, dir to flank = %d", sDir , sDesiredDir ));
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for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; sYOffset++)
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for (sYOffset = -sMaxUp + 1; sYOffset <= sMaxDown - 1; ++sYOffset)
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{
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for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; sXOffset++)
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for (sXOffset = -sMaxLeft + 1; sXOffset <= sMaxRight - 1; ++sXOffset)
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{
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// calculate the next potential gridno
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sGridNo = pSoldier->sGridNo + sXOffset + (MAXCOL * sYOffset);
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@@ -2686,7 +2686,7 @@ INT32 FindClosestClimbPoint (SOLDIERTYPE *pSoldier, BOOLEAN fClimbUp )
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if (gpWorldLevelData[ sGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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// Search for the destination climb point on the roof
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for (ubTestDir=0; ubTestDir < 8; ubTestDir += 2)
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for ( ubTestDir = 0; ubTestDir < NUM_WORLD_DIRECTIONS; ubTestDir += 2 )
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{
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INT32 sTestGridNo = NewGridNo( sGridNo, DirectionInc( ubTestDir));
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// And see if it or the ground location is occupied
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@@ -2872,7 +2872,7 @@ INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel
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{
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if (gpWorldLevelData[ sGridNo].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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for (ubClimbDir=0; ubClimbDir<8; ubClimbDir+=2)
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for ( ubClimbDir = 0; ubClimbDir < NUM_WORLD_DIRECTIONS; ubClimbDir += 2 )
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{
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sClimbSpot = NewGridNo( sGridNo, DirectionInc( ubClimbDir));
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if (gpWorldLevelData[ sClimbSpot].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT &&
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@@ -2893,7 +2893,7 @@ INT8 FindDirectionForClimbing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel
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return DIRECTION_IRRELEVANT;
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if (gpWorldLevelData[ sGridNo].ubExtFlags[1] & MAPELEMENT_EXT_CLIMBPOINT)
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{
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for (ubClimbDir=0; ubClimbDir<8; ubClimbDir+=2)
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for ( ubClimbDir = 0; ubClimbDir< NUM_WORLD_DIRECTIONS; ubClimbDir += 2 )
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{
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sClimbSpot = NewGridNo( sGridNo, DirectionInc( ubClimbDir));
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if (gpWorldLevelData[ sClimbSpot].ubExtFlags[0] & MAPELEMENT_EXT_CLIMBPOINT &&
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