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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +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:
@@ -327,7 +327,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
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{
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// 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 )
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if ( gusSelectedSoldier != NOBODY )
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{
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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;
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BOOLEAN bHandleCode;
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static BOOLEAN fOnValidGuy = FALSE;
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static UINT32 uiMoveTargetSoldierId = NO_SOLDIER;
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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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case MOVE_MODE:
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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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@@ -1657,7 +1657,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// Cancel out of spread burst...
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gfBeginBurstSpreadTracking = FALSE;
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gfRTClickLeftHoldIntercepted = TRUE;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{
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MercPtrs[ gusSelectedSoldier ]->fDoSpread = FALSE;
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}
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@@ -1694,7 +1694,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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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 soldier is not stationary, stop
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StopSoldier( MercPtrs[ gusSelectedSoldier ] );
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@@ -1764,7 +1764,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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//if ( !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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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 ( gTacticalStatus.uiFlags & TURNBASED && !MercPtrs[ gusSelectedSoldier ]->fDontChargeReadyAPs )
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// {
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@@ -1848,7 +1848,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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SOLDIERTYPE *pNewSoldier;
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INT32 iCurrentSquad;
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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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 (
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@@ -1873,7 +1873,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else
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{
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if ( gusSelectedSoldier != NO_SOLDIER )
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if ( gusSelectedSoldier != NOBODY )
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{ //Select next merc
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UINT8 bID;
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@@ -3405,7 +3405,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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case 'r':
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if( gusSelectedSoldier != NO_SOLDIER )
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if( gusSelectedSoldier != NOBODY )
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{
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if( fAlt ) //reload selected merc's weapon
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{
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@@ -3645,7 +3645,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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}
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else if ( gusSelectedSoldier != NO_SOLDIER )
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else if ( gusSelectedSoldier != NOBODY )
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*puiNewEvent = M_CHANGE_TO_ACTION;
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break;
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@@ -3734,7 +3734,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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*puiNewEvent = I_LOSDEBUG;
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}
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}
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//else if( gusSelectedSoldier != NO_SOLDIER )
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//else if( gusSelectedSoldier != NOBODY )
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break;
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case 'z':
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if( fCtrl )
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@@ -4333,7 +4333,7 @@ void RefreshSoldier()
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void ChangeSoldiersBodyType( UINT8 ubBodyType, BOOLEAN fCreateNewPalette )
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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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if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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@@ -4462,7 +4462,7 @@ void TogglePlanningMode()
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switch( gCurrentUIMode )
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{
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case 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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GetSoldier( &pSoldier, gusSelectedSoldier );
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BeginUIPlan( pSoldier );
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@@ -4470,7 +4470,7 @@ void TogglePlanningMode()
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}
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break;
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case ACTION_MODE:
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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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BeginUIPlan( pSoldier );
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@@ -4484,7 +4484,7 @@ void TogglePlanningMode()
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void SetBurstMode()
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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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ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
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}
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@@ -5326,7 +5326,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
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}
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else
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{
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if( gusSelectedSoldier != NO_SOLDIER )
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if( gusSelectedSoldier != NOBODY )
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UIHandleSoldierStanceChange( (UINT8)gusSelectedSoldier, ubAnimHeight );
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}
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}
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@@ -5384,7 +5384,7 @@ void HandleStealthChangeFromUIKeys( )
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}
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else
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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 ( !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
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{
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