mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- replaced NO_SOLDIER with NOBODY
- replaced NO_MAP_POS with NOWHERE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1252 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -386,7 +386,7 @@ void LoadSchedules( INT8 **hBuffer )
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pSchedule = gpScheduleList;
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}
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pSchedule->ubScheduleID = gubScheduleID;
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pSchedule->ubSoldierID = NO_SOLDIER;
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pSchedule->ubSoldierID = NOBODY;
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pSchedule->next = NULL;
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gubScheduleID++;
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ubNum--;
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@@ -446,7 +446,7 @@ BOOLEAN LoadSchedulesFromSave( HWFILE hFile )
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// should be unnecessary here, then we can toast reconnect schedule
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/*
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pSchedule->ubScheduleID = gubScheduleID;
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pSchedule->ubSoldierID = NO_SOLDIER;
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pSchedule->ubSoldierID = NOBODY;
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*/
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pSchedule->next = NULL;
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@@ -10,8 +10,8 @@
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#define MAX_TOWN_NAME_LENGHT 32
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#define MAX_TOWNS 50 //13
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#define MAX_TOWN_SECTORS 260 //40
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#define MAX_TOWNS 50 //13 //50
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#define MAX_TOWN_SECTORS 260 //40 //260
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// Sector name identifiers
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enum Towns
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@@ -2474,7 +2474,7 @@ void UpdateMercsInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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if( !(gTacticalStatus.uiFlags & LOADING_SAVED_GAME ) )
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{
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//DONT set these values
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gusSelectedSoldier = NO_SOLDIER;
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gusSelectedSoldier = NOBODY;
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gfGameScreenLocateToSoldier = TRUE;
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}
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@@ -30,7 +30,7 @@ extern INT8 gbWorldSectorZ;
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// SAM definitions
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extern UINT8 NUMBER_OF_SAMS;
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#define MAX_NUMBER_OF_SAMS 50 //4
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#define MAX_NUMBER_OF_SAMS 50 //4 //50
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extern INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
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extern INT16 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
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@@ -207,7 +207,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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// Find soldier flags depend on if it's our own merc firing or a NPC
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//if ( FindSoldier( sGridNo, &usSoldierIndex, &uiMercFlags, FIND_SOLDIER_GRIDNO ) )
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if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
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if ( ( usSoldierIndex = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
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{
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pTargetSoldier = MercPtrs[ usSoldierIndex ];
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@@ -441,7 +441,7 @@ BOOLEAN gfUICanBeginAllMoveCycle = FALSE; // GEts set so we know that the
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INT16 gsSelectedGridNo = 0;
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INT16 gsSelectedLevel = I_GROUND_LEVEL;
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INT16 gsSelectedGuy = NO_SOLDIER;
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INT16 gsSelectedGuy = NOBODY;
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BOOLEAN gfUIDisplayDamage = FALSE;
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INT8 gbDamage = 0;
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@@ -1424,7 +1424,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
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// DO SOME CURSOR POSITION FLAGS SETTING
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GetCursorMovementFlags( &uiCursorFlags );
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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// Get Soldier Pointer
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GetSoldier( &pSoldier, gusSelectedSoldier );
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@@ -1441,7 +1441,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
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// Show reg. cursor
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// GO INTO IDLE MODE
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// guiPendingOverrideEvent = I_CHANGE_TO_IDLE;
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// gusSelectedSoldier = NO_SOLDIER;
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// gusSelectedSoldier = NOBODY;
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ubID = FindNextActiveAndAliveMerc( pSoldier, FALSE, FALSE );
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if ( ubID != NOBODY )
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@@ -1450,7 +1450,7 @@ UINT32 UIHandleMOnTerrain( UI_EVENT *pUIEvent )
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}
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else
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{
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gusSelectedSoldier = NO_SOLDIER;
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gusSelectedSoldier = NOBODY;
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// Change UI mode to reflact that we are selected
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guiPendingOverrideEvent = I_ON_TERRAIN;
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}
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@@ -1832,7 +1832,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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INT16 sIntTileGridNo;
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BOOLEAN fOldFastMove;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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fAllMove = gfUIAllMoveOn;
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gfUIAllMoveOn = FALSE;
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@@ -2543,7 +2543,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
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SOLDIERTYPE *pSoldier, *pTSoldier = NULL;
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BOOLEAN fDidRequester = FALSE;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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if( !GetMouseMapPos( &usMapPos) )
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@@ -2684,7 +2684,7 @@ UINT32 UIHandlePADJAdjustStance( UI_EVENT *pUIEvent )
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gfIgnoreScrolling = FALSE;
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if ( gusSelectedSoldier != NO_SOLDIER && gbAdjustStanceDiff != 0 )
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if ( gusSelectedSoldier != NOBODY && gbAdjustStanceDiff != 0 )
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{
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// Get soldier
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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@@ -2858,7 +2858,7 @@ BOOLEAN SelectedMercCanAffordAttack( )
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UINT8 ubItemCursor;
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UINT16 usInHand;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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if( !GetMouseMapPos( &usMapPos) )
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@@ -205,7 +205,7 @@ void SetUpInterface( )
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}
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}
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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GetSoldier( &pSoldier, gusSelectedSoldier );
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}
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@@ -509,7 +509,7 @@ void DrawSnappingCursor( )
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SOLDIERTYPE *pSoldier;
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static BOOLEAN fShowAP = TRUE;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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GetSoldier( &pSoldier, gusSelectedSoldier );
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@@ -5326,7 +5326,7 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
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}
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if ( ( gusSelectedSoldier != NO_SOLDIER ) && ( gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] ) )
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if ( ( gusSelectedSoldier != NOBODY ) && ( gGameSettings.fOptions[ TOPTION_SPACE_SELECTS_NEXT_SQUAD ] ) )
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{
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// only allow if nothing in hand and if in SM panel, the Change Squad button must be enabled
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if ( ( ( gsCurInterfacePanel != TEAM_PANEL ) || ( ButtonList[ iTEAMPanelButtons[ CHANGE_SQUAD_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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@@ -124,7 +124,7 @@ MOUSE_REGION gMenuOverlayRegion;
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MOUSE_REGION gBottomPanalRegion;
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UINT16 gusOldSelectedSoldier = NO_SOLDIER;
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UINT16 gusOldSelectedSoldier = NOBODY;
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// OVerlay ID
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INT32 giPopupSlideMessageOverlay = -1;
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@@ -1284,7 +1284,7 @@ void GetArrowsBackground( )
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return;
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}
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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// Get selected soldier
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GetSoldier( &pSoldier, gusSelectedSoldier );
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@@ -27,8 +27,9 @@
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#define MAXMERCS MAX_NUM_SOLDIERS
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//TACTICAL OVERHEAD STUFF
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#define NO_SOLDIER TOTAL_SOLDIERS // SAME AS NOBODY
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#define NOBODY NO_SOLDIER
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//#define NO_SOLDIER TOTAL_SOLDIERS // SAME AS NOBODY
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//#define NOBODY NO_SOLDIER
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#define NOBODY TOTAL_SOLDIERS
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@@ -228,7 +228,7 @@ UINT32 guiNumAwaySlots = 0;
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UINT8 gbPlayerNum = 0;
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// Global for current selected soldier
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UINT16 gusSelectedSoldier = NO_SOLDIER;
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UINT16 gusSelectedSoldier = NOBODY;
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INT8 gbShowEnemies = FALSE;
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BOOLEAN gfMovingAnimation = FALSE;
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@@ -2780,7 +2780,7 @@ void SelectNextAvailSoldier( SOLDIERTYPE *pSoldier )
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}
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else
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{
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gusSelectedSoldier = NO_SOLDIER;
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gusSelectedSoldier = NOBODY;
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// Change UI mode to reflact that we are selected
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guiPendingOverrideEvent = I_ON_TERRAIN;
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}
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@@ -2851,7 +2851,7 @@ void InternalSelectSoldier( UINT16 usSoldierID, BOOLEAN fAcknowledge, BOOLEAN fF
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}
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// Unselect old selected guy
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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// Get guy
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pOldSoldier = MercPtrs[ gusSelectedSoldier ];
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@@ -3213,7 +3213,7 @@ void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier )
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}
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else
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{
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gusSelectedSoldier = NO_SOLDIER;
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gusSelectedSoldier = NOBODY;
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// Change UI mode to reflact that we are selected
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guiPendingOverrideEvent = I_ON_TERRAIN;
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}
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@@ -4237,7 +4237,7 @@ INT16 NewOKDestination( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, BOOLEAN fPeop
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return( TRUE );
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}
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if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
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if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
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{
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// we could be multitiled... if the person there is us, and the gridno is not
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// our base gridno, skip past these checks
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@@ -4361,7 +4361,7 @@ INT16 NewOKDestinationAndDirection( SOLDIERTYPE * pCurrSoldier, INT16 sGridNo, I
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INT16 sDesiredLevel;
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BOOLEAN fOKCheckStruct;
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if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NO_SOLDIER )
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if (fPeopleToo && ( bPerson = WhoIsThere2( sGridNo, bLevel ) ) != NOBODY )
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{
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// we could be multitiled... if the person there is us, and the gridno is not
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// our base gridno, skip past these checks
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@@ -4508,7 +4508,7 @@ BOOLEAN IsLocationSittable( INT32 iMapIndex, BOOLEAN fOnRoof )
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{
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STRUCTURE *pStructure;
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INT16 sDesiredLevel;
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if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NO_SOLDIER )
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if( WhoIsThere2( (INT16)iMapIndex, 0 ) != NOBODY )
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return FALSE;
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//Locations on roofs without a roof is not possible, so
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//we convert the onroof intention to ground.
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@@ -361,7 +361,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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fDoubleClickIntercepted = TRUE;
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// First check if we clicked on a guy, if so, make selected if it's ours
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if( gusSelectedSoldier != NO_SOLDIER )
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if( gusSelectedSoldier != NOBODY )
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{
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// Set movement mode
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// OK, only change this if we are stationary!
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@@ -507,7 +507,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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case CONFIRM_MOVE_MODE:
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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if ( MercPtrs[ gusSelectedSoldier ]->usAnimState != RUNNING )
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{
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@@ -533,7 +533,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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// Check if we are stationary
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//if ( AimCubeUIClick( ) )
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//{
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// if ( gusSelectedSoldier != NO_SOLDIER )
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// if ( gusSelectedSoldier != NOBODY )
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// {
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// if ( !( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY ) )
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// {
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@@ -1249,7 +1249,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
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{
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UINT16 usMapPos;
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static UINT16 usOldMapPos = 0;
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static UINT32 uiMoveTargetSoldierId = NO_SOLDIER;
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static UINT32 uiMoveTargetSoldierId = NOBODY;
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SOLDIERTYPE *pSoldier;
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static BOOLEAN fOnValidGuy = FALSE;
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@@ -1378,7 +1378,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
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gfUIAllMoveOn = FALSE;
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}
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uiMoveTargetSoldierId = NO_SOLDIER;
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uiMoveTargetSoldierId = NOBODY;
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// Check for being on terrain
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if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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@@ -1698,7 +1698,7 @@ BOOLEAN ReCreateSelectedSoldierLight( )
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{
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SOLDIERTYPE *pSoldier;
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if ( gusSelectedSoldier == NO_SOLDIER )
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if ( gusSelectedSoldier == NOBODY )
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{
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return( FALSE );
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}
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@@ -2866,7 +2866,7 @@ void InternalRemoveSoldierFromGridNo( SOLDIERTYPE *pSoldier, BOOLEAN fForce )
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INT8 bDir;
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INT32 iGridNo;
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if((pSoldier->sGridNo!=NO_MAP_POS) )
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if((pSoldier->sGridNo!=NOWHERE) )
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{
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if ( pSoldier->bInSector || fForce )
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{
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@@ -2892,7 +2892,7 @@ void InternalRemoveSoldierFromGridNo( SOLDIERTYPE *pSoldier, BOOLEAN fForce )
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HandleCrowShadowRemoveGridNo( pSoldier );
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// Reset gridno...
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pSoldier->sGridNo = NO_MAP_POS;
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pSoldier->sGridNo = NOWHERE;
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}
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}
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}
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@@ -1305,7 +1305,7 @@ void InitSoldierStruct( SOLDIERTYPE *pSoldier )
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pSoldier->ubDesiredHeight = NO_DESIRED_HEIGHT;
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pSoldier->bViewRange = NORMAL_VIEW_RANGE;
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pSoldier->bInSector = FALSE;
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pSoldier->sGridNo = NO_MAP_POS;
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pSoldier->sGridNo = NOWHERE;
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pSoldier->iMuzFlash = -1;
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pSoldier->usPendingAnimation = NO_PENDING_ANIMATION;
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pSoldier->usPendingAnimation2 = NO_PENDING_ANIMATION;
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@@ -225,7 +225,7 @@ INT8 TileIsClear( SOLDIERTYPE *pSoldier, INT8 bDirection, INT16 sGridNo, INT8 b
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ubPerson = WhoIsThere2( sGridNo, bLevel );
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|
||||
|
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if ( ubPerson != NO_SOLDIER )
|
||||
if ( ubPerson != NOBODY )
|
||||
{
|
||||
// If this us?
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if ( ubPerson != pSoldier->ubID )
|
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+1
-1
@@ -821,7 +821,7 @@ BOOLEAN SetCurrentSquad( INT32 iCurrentSquad, BOOLEAN fForce )
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}
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// check if the currently selected guy is on this squad, if not, get the first one on the new squad
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||||
if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if( Menptr[ gusSelectedSoldier ].bAssignment != iCurrentTacticalSquad )
|
||||
{
|
||||
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||||
@@ -195,7 +195,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
|
||||
// Are we in combat already?
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||||
if ( gTacticalStatus.uiFlags & INCOMBAT )
|
||||
{
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
// Check if this guy is able to be selected....
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||||
if ( MercPtrs[ gusSelectedSoldier ]->bLife < OKLIFE )
|
||||
@@ -209,7 +209,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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||||
}
|
||||
|
||||
// Slide to selected guy...
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||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
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||||
SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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||||
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||||
@@ -1018,7 +1018,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
|
||||
guiPendingOverrideEvent = LU_ENDUILOCK;
|
||||
HandleTacticalUI( );
|
||||
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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||||
|
||||
|
||||
@@ -327,7 +327,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
|
||||
{
|
||||
// We're on terrain in which we can walk, walk
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||||
// If we're on terrain,
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||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
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||||
INT8 bReturnVal = FALSE;
|
||||
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||||
@@ -981,7 +981,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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||||
SOLDIERTYPE *pSoldier;
|
||||
BOOLEAN bHandleCode;
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||||
static BOOLEAN fOnValidGuy = FALSE;
|
||||
static UINT32 uiMoveTargetSoldierId = NO_SOLDIER;
|
||||
static UINT32 uiMoveTargetSoldierId = NOBODY;
|
||||
|
||||
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||||
if (!GetMouseMapPos( &usMapPos ) )
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||||
@@ -1046,7 +1046,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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||||
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||||
case MOVE_MODE:
|
||||
|
||||
uiMoveTargetSoldierId = NO_SOLDIER;
|
||||
uiMoveTargetSoldierId = NOBODY;
|
||||
|
||||
// Check for being on terrain
|
||||
if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
|
||||
@@ -1657,7 +1657,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
// Cancel out of spread burst...
|
||||
gfBeginBurstSpreadTracking = FALSE;
|
||||
gfRTClickLeftHoldIntercepted = TRUE;
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
MercPtrs[ gusSelectedSoldier ]->fDoSpread = FALSE;
|
||||
}
|
||||
@@ -1694,7 +1694,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
|
||||
if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
|
||||
{
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
// If soldier is not stationary, stop
|
||||
StopSoldier( MercPtrs[ gusSelectedSoldier ] );
|
||||
@@ -1764,7 +1764,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
//if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
|
||||
// {
|
||||
// if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
// if ( gusSelectedSoldier != NOBODY )
|
||||
// {
|
||||
// if ( gTacticalStatus.uiFlags & TURNBASED && !MercPtrs[ gusSelectedSoldier ]->fDontChargeReadyAPs )
|
||||
// {
|
||||
@@ -1848,7 +1848,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
SOLDIERTYPE *pNewSoldier;
|
||||
INT32 iCurrentSquad;
|
||||
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
// only allow if nothing in hand and if in SM panel, the Change Squad button must be enabled
|
||||
if (
|
||||
@@ -1873,7 +1873,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{ //Select next merc
|
||||
UINT8 bID;
|
||||
|
||||
@@ -3405,7 +3405,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
|
||||
|
||||
case 'r':
|
||||
if( gusSelectedSoldier != NO_SOLDIER )
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if( fAlt ) //reload selected merc's weapon
|
||||
{
|
||||
@@ -3645,7 +3645,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
}
|
||||
}
|
||||
|
||||
else if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
else if ( gusSelectedSoldier != NOBODY )
|
||||
*puiNewEvent = M_CHANGE_TO_ACTION;
|
||||
break;
|
||||
|
||||
@@ -3734,7 +3734,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
*puiNewEvent = I_LOSDEBUG;
|
||||
}
|
||||
}
|
||||
//else if( gusSelectedSoldier != NO_SOLDIER )
|
||||
//else if( gusSelectedSoldier != NOBODY )
|
||||
break;
|
||||
case 'z':
|
||||
if( fCtrl )
|
||||
@@ -4333,7 +4333,7 @@ void RefreshSoldier()
|
||||
void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
if( gusSelectedSoldier != NO_SOLDIER )
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
|
||||
{
|
||||
@@ -4462,7 +4462,7 @@ void TogglePlanningMode()
|
||||
switch( gCurrentUIMode )
|
||||
{
|
||||
case MOVE_MODE:
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
GetSoldier( &pSoldier, gusSelectedSoldier );
|
||||
BeginUIPlan( pSoldier );
|
||||
@@ -4470,7 +4470,7 @@ void TogglePlanningMode()
|
||||
}
|
||||
break;
|
||||
case ACTION_MODE:
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
GetSoldier( &pSoldier, gusSelectedSoldier );
|
||||
BeginUIPlan( pSoldier );
|
||||
@@ -4484,7 +4484,7 @@ void TogglePlanningMode()
|
||||
|
||||
void SetBurstMode()
|
||||
{
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
|
||||
}
|
||||
@@ -5326,7 +5326,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
|
||||
}
|
||||
else
|
||||
{
|
||||
if( gusSelectedSoldier != NO_SOLDIER )
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
UIHandleSoldierStanceChange( (UINT8)gusSelectedSoldier, ubAnimHeight );
|
||||
}
|
||||
}
|
||||
@@ -5384,7 +5384,7 @@ void HandleStealthChangeFromUIKeys( )
|
||||
}
|
||||
else
|
||||
{
|
||||
if( gusSelectedSoldier != NO_SOLDIER )
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if ( !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
|
||||
{
|
||||
|
||||
@@ -936,7 +936,7 @@ UINT8 GetMostThreateningOpponent( SOLDIERTYPE *pSoldier )
|
||||
UINT32 uiLoop;
|
||||
INT32 iThreatVal,iMinThreat = 30000;
|
||||
SOLDIERTYPE *pTargetSoldier;
|
||||
UINT8 ubTargetSoldier = NO_SOLDIER;
|
||||
UINT8 ubTargetSoldier = NOBODY;
|
||||
|
||||
// Loop through all mercs
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
#define RIGHTMOSTGRID (MAXCOL - 1)
|
||||
#define LASTROWSTART (GRIDSIZE - MAXCOL)
|
||||
#define NOWHERE (GRIDSIZE + 1)
|
||||
#define NO_MAP_POS NOWHERE
|
||||
//#define NO_MAP_POS NOWHERE
|
||||
#define MAPWIDTH (WORLD_COLS)
|
||||
#define MAPHEIGHT (WORLD_ROWS)
|
||||
#define MAPLENGTH (MAPHEIGHT*MAPWIDTH)
|
||||
|
||||
@@ -1977,7 +1977,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
|
||||
if ( ubLevel == 1 && !fThroughIntermediateGridNo )
|
||||
{
|
||||
// Is there a guy here...?
|
||||
if ( WhoIsThere2( sGridNo, ubLevel ) != NO_SOLDIER )
|
||||
if ( WhoIsThere2( sGridNo, ubLevel ) != NOBODY )
|
||||
{
|
||||
dMagForce = (float)( dMagForce * 0.85 );
|
||||
|
||||
|
||||
@@ -3158,11 +3158,11 @@ BOOLEAN LoadWorld( const STR8 puiFilename )
|
||||
gfForceLoad = FALSE;
|
||||
|
||||
// CHECK IF OUR SELECTED GUY IS GONE!
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if ( MercPtrs[ gusSelectedSoldier ]->bActive == FALSE )
|
||||
{
|
||||
gusSelectedSoldier = NO_SOLDIER;
|
||||
gusSelectedSoldier = NOBODY;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3219,7 +3219,7 @@ BOOLEAN NewWorld( void )
|
||||
UINT16 NewIndex;
|
||||
INT32 cnt;
|
||||
|
||||
gusSelectedSoldier = gusOldSelectedSoldier = NO_SOLDIER;
|
||||
gusSelectedSoldier = gusOldSelectedSoldier = NOBODY;
|
||||
|
||||
AdjustSoldierCreationStartValues( );
|
||||
|
||||
|
||||
+2
-2
@@ -520,7 +520,7 @@ void PalEditRenderHook( )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
if ( gusSelectedSoldier != NO_SOLDIER )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
// Set to current
|
||||
GetSoldier( &pSoldier, gusSelectedSoldier );
|
||||
@@ -542,7 +542,7 @@ BOOLEAN PalEditKeyboardHook( InputAtom *pInputEvent )
|
||||
UINT8 ubStartRep = 0;
|
||||
UINT8 ubEndRep = 0;
|
||||
|
||||
if ( gusSelectedSoldier == NO_SOLDIER )
|
||||
if ( gusSelectedSoldier == NOBODY )
|
||||
{
|
||||
return( FALSE );
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user