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synced 2026-07-22 13:40:22 +02:00
Clean up some todos
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@@ -2118,7 +2118,6 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index)
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if (agentIndex[index] < 0) agentIndex[index] = static_cast<INT8>(mercs.size());
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else if (agentIndex[index] > static_cast<INT8>(mercs.size())) agentIndex[index] = 0;
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// rftr todo: handle RCAM_NONE (ie, mission prep in progress!)
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if (rebelCommandSaveInfo.availableMissions[index] == RCAM_NONE)
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{
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// we shouldn't even reach this point, but leaving this here for safety
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@@ -2531,7 +2530,6 @@ void RenderMissionOverview()
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}
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else
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{
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// rftr todo: run through active mission list (missionMap) and show a one-line description for each.
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std::vector<std::wstring> evt1Strings;
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std::vector<std::wstring> evt2Strings;
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std::vector<std::pair<UINT32,UINT32>> missions = GetAllStrategicEventsOfType(EVENT_REBELCOMMAND);
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@@ -2591,7 +2589,6 @@ void StartMission(INT8 index)
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return;
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}
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// todo do something with agentIndex[index] and missionIndex[index] (rebelCommandSaveInfo.availableMissions[index])
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// confirmation popup
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std::vector<SOLDIERTYPE*> mercs;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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@@ -3669,7 +3666,6 @@ void DailyUpdate()
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}
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// update missions
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// rftr todo: test me
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if (GetWorldDay() % gRebelCommandSettings.iMissionRefreshTimeDays == 0)
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{
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std::unordered_set<RebelCommandAgentMissions> validMissions;
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@@ -4278,7 +4274,6 @@ INT16 GetAdditionalDeployRange(const UINT8 insertionCode)
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{
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range = gRebelCommandSettings.iDeepDeploymentRangeNS;
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// rftr todo: bitmagic to get bonus range
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switch (evt.extraBits)
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{
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case MissionHelpers::DEEP_DEPLOYMENT_RANGE_BONUS_COVERT: range += gRebelCommandSettings.iDeepDeploymentRangeNS_Bonus_Covert; break;
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@@ -4411,7 +4406,6 @@ FLOAT GetStrategicDecisionSpeedModifier()
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void HandleStrategicEvent(const UINT32 eventParam)
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{
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// this handles the transition from "mission prep" (first event) to "mission active" (second event), which happens 24 hours after the player clicks on "start mission"
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// rftr todo: update agent mission bitmask
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MissionFirstEvent evt1;
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MissionSecondEvent evt2;
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DeserialiseMissionFirstEvent(eventParam, evt1);
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@@ -4498,7 +4492,6 @@ void HandleStrategicEvent(const UINT32 eventParam)
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}
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}
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// rftr todo: tell the player that the mission has started. popupbox or screenmsg?
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missionMap.insert(std::make_pair(mission, activatedMissionParam));
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swprintf(msgBoxText, L"Mission prep success! %s", szRebelCommandAgentMissionsText[evt1.missionId * 2]);
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swprintf(screenMsgText, L"Mission \"%s\" is now in effect.", szRebelCommandAgentMissionsText[evt1.missionId * 2]);
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@@ -4507,7 +4500,6 @@ void HandleStrategicEvent(const UINT32 eventParam)
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}
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else
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{
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// rftr todo: tell the player that the mission prep failed. some popup box blurb or somesuch.
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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