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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
- 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
This commit is contained in:
@@ -217,7 +217,7 @@ BOOLEAN FindWindowJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bSta
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}
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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if (cnt != direction2)
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continue;
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@@ -284,7 +284,7 @@ BOOLEAN FindWallJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStart
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}
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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// go out *2* tiles
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -333,7 +333,7 @@ BOOLEAN FindHeigherLevelOkno( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarti
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INT8 bMinDirection = 0;
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -385,7 +385,7 @@ BOOLEAN FindHeigherLevelOkno( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarti
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return( FALSE );
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}
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt+= 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -440,7 +440,7 @@ BOOLEAN FindHeigherLevelFence( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStart
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return( FALSE );
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}
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -485,7 +485,7 @@ BOOLEAN FindLowerLevelWall( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStarting
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INT8 bMinDirection = 0;
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -1100,7 +1100,7 @@ BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDi
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}
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -1142,7 +1142,7 @@ BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir,
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INT8 bMinDirection = 0;
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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@@ -1372,7 +1372,7 @@ BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStar
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}
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// LOOP THROUGH ALL 8 DIRECTIONS
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for ( cnt = 0; cnt < 8; cnt+= 2 )
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt += 2 )
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{
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// go out *2* tiles
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sNewGridNo = NewGridNo( sGridNo, (UINT16)DirectionInc( (UINT8)cnt ) );
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