mirror of
https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
add newline at end of file where it's lacking
.editorconfig already enforces it but it's getting changed piecemeal in every commit. just get it done with. the script: ``` find . -type f -not -path "./.git/*" -not -path "./.vs/*" | while read -r file; do isFile=$(file -0 "$file" | cut -d $'\0' -f2) case "$isFile" in (*text*) echo "$file is text" if [[ $(tail -c 1 "$file" | wc -l) -ne 1 ]]; then echo "" >> "$file" fi ;; (*) echo "file isn't text" ;; esac done ```
This commit is contained in:
committed by
majcosta
parent
1d58bda82d
commit
86ad401186
@@ -40,4 +40,4 @@ typedef enum
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#endif
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} ItemActionType;
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#endif
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#endif
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+1
-1
@@ -62,4 +62,4 @@ BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile );
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void EndAirRaid( );
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#endif
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#endif
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@@ -26,4 +26,4 @@ void UnLoadCachedAnimationSurfaces( UINT16 usSoldierID, AnimationSurfaceCacheTyp
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#endif
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#endif
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@@ -393,4 +393,4 @@ extern void GuaranteeAtLeastXItemsOfIndex( UINT8 ubArmsDealer, UINT16 usItemInd
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extern void GuaranteeAtMostNumOfItemsForItem( UINT8 ubArmsDealer, INT16 sItemIndex, UINT8 ubAtMostNumItems );
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#endif
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#endif
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@@ -25,4 +25,4 @@ UINT16 GetBestRetreatingMercDoctor( SOLDIERTYPE* pPatient );
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void HandleRetreatBandaging( );
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#endif
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#endif
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+1
-1
@@ -43,4 +43,4 @@ extern BOOLEAN BoxerExists( void );
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extern UINT8 CountPeopleInBoxingRing( void );
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extern void ClearAllBoxerFlags( void );
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#endif
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#endif
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+1
-1
@@ -107,4 +107,4 @@ BOOLEAN SaveBulletStructureToSaveGameFile( HWFILE hFile );
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BOOLEAN LoadBulletStructureFromSavedGameFile( HWFILE hFile );
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#endif
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#endif
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@@ -179,4 +179,4 @@ void BeginChatQuote( SOLDIERTYPE *pCiv, INT16 sX, INT16 sY );
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BOOLEAN CivQuoteActive();
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#endif
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#endif
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@@ -489,4 +489,4 @@ void SetExternMapscreenSpeechPanelXY( INT16 sXPos, INT16 sYPos );
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void RemoveJerryMiloBrokenLaptopOverlay();
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#endif
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#endif
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#endif
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+1
-1
@@ -25,4 +25,4 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel );
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#endif
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#endif
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#endif
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@@ -22,4 +22,4 @@ BOOLEAN SaveEnemySoldiersToTempFile( INT16 sSectorX, INT16 sSectorY, INT8 bSecto
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extern BOOLEAN gfRestoringEnemySoldiersFromTempFile;
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#endif
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#endif
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@@ -6,4 +6,4 @@ WEAPON_DROPS gEnemyWeaponDrops[MAX_DROP_ITEMS];
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AMMO_DROPS gEnemyAmmoDrops[MAX_DROP_ITEMS];
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EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS];
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ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS];
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MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
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MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
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@@ -49,4 +49,4 @@ extern EXPLOSIVE_DROPS gEnemyExplosiveDrops[MAX_DROP_ITEMS];
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extern ARMOUR_DROPS gEnemyArmourDrops[MAX_DROP_ITEMS];
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extern MISC_DROPS gEnemyMiscDrops[MAX_DROP_ITEMS];
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#endif
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#endif
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@@ -26,4 +26,4 @@ void HandleDoorChangeFromGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN f
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#endif
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#endif
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@@ -14,4 +14,4 @@ void EndUIPlan( );
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BOOLEAN InUIPlanMode( );
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#endif
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#endif
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@@ -382,4 +382,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
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//Legion by Jazz
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void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
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#endif
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#endif
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@@ -73,4 +73,4 @@ void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay );
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// For now, we aren't using usColour, but that will likely change in the future
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void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour );
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#endif
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#endif
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@@ -249,4 +249,4 @@ extern UINT32 gusCurMousePos;
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UINT16 GetSnapCursorIndex( UINT16 usAdditionalData );
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#endif
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#endif
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@@ -168,4 +168,4 @@ extern UINT8 gubDescBoxTotalAdvLines;
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// Jenilee: determine the cost of moving this item around in our inventory
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UINT16 GetInvMovementCost(OBJECTTYPE* pObj, INT16 old_pos, INT16 new_pos);
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#endif
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#endif
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@@ -27,4 +27,4 @@ void UnLoadCarPortraits( void );
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void DrawItemOutlineZoomedInventory( INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, INT16 sColor, UINT32 uiBuffer );
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#endif
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#endif
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@@ -581,4 +581,4 @@ void NCTHShowMounted( SOLDIERTYPE* pSoldier, UINT16* ptrBuf, UINT32 uiPitch, INT
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BOOLEAN HasBackgroundFlag( UINT8 usProfile, UINT64 aFlag );
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INT16 GetBackgroundValue( UINT8 usProfile, UINT16 aNr );
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#endif
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#endif
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@@ -126,4 +126,4 @@ void MoveMilitiaEquipment(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX, INT16
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// take militia items from sector
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void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
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#endif
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#endif
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@@ -151,4 +151,4 @@ extern void InitGridNoUB();
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#endif
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#endif
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#endif
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+1
-1
@@ -281,4 +281,4 @@ void AttachStringToDoor( INT32 sGridNo );
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void DropKeysInKeyRing( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, INT8 bVisible, BOOLEAN fAddToDropList, INT32 iDropListSlot, BOOLEAN fUseUnLoaded );
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#endif
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#endif
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+1
-1
@@ -261,4 +261,4 @@ void DamageRiotShield( SOLDIERTYPE* pSoldier, INT32& rsDamage, INT32& rsSecondar
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extern INT8 GetStealth(SOLDIERTYPE* pSoldier);
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extern INT8 GetSightAdjustmentBasedOnLBE(SOLDIERTYPE* pSoldier);
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#endif
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#endif
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@@ -66,4 +66,4 @@ BOOLEAN ValidateEntryPointGridNo( INT32 *sGridNo );
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extern BOOLEAN gfWorldLoaded;
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#endif
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#endif
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@@ -28,4 +28,4 @@ BOOLEAN CreateDestroyMilitiaControlPopUpBoxes( void );
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BOOLEAN CheckIfRadioIsEquipped( void );
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#endif
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#endif
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+1
-1
@@ -43,4 +43,4 @@ void SetInteractivePicture( std::string aStr, bool aVal );
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void MiniGame_Init_Picture();
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UINT32 MiniGame_Handle_Picture();
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#endif //__MINIGAME_H
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#endif //__MINIGAME_H
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+1
-1
@@ -160,4 +160,4 @@ void DailyMoraleUpdate( SOLDIERTYPE *pSoldier );
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void DecayTacticalMoraleModifiers( void );
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#endif
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#endif
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@@ -1 +1 @@
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//#define PATHAI_VISIBLE_DEBUG
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//#define PATHAI_VISIBLE_DEBUG
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+1
-1
@@ -5,4 +5,4 @@ BOOLEAN IsItAllowedToRenderRain();
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void RenderRain();
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void ResetRain();
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#endif
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#endif
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@@ -83,4 +83,4 @@ enum
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#define ARNIE_QUOTE_NOT_REPAIRED_YET 33
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#endif
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#endif
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@@ -46,4 +46,4 @@ enum SkillChecks
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#endif
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#endif
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@@ -197,4 +197,4 @@ public:
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void EquipmentListMenu();
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void EquipmentListMenuCancel();
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#endif
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#endif
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@@ -15,4 +15,4 @@ BOOLEAN HandleCheckForDeathCommonCode( SOLDIERTYPE *pSoldier );
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void KickOutWheelchair( SOLDIERTYPE *pSoldier );
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#endif
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#endif
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@@ -600,4 +600,4 @@ INT32 ChooseHairColor( UINT8 usBodyType, INT32 skin );
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// Flugente: set palettes for vest/shirt
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void SetClothes( SOLDIERTYPE* pSoldier, INT8 aVest, INT8 aPants, INT8 aHair = -1, INT8 aSkin = -1 );
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#endif
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#endif
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@@ -53,4 +53,4 @@ void GetGridNoScreenPos( INT32 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *
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#endif
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#endif
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@@ -25,4 +25,4 @@ void HandleCrowShadowVisibility( SOLDIERTYPE *pSoldier );
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BOOLEAN DoesSoldierWearGasMask(SOLDIERTYPE *pSoldier);//dnl ch40 200909
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#endif
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#endif
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@@ -3325,4 +3325,4 @@ void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
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// remove the flag. We can only find the pilot the first time we visit this sector after the heli was shut down
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pSector->usSectorInfoFlag &= ~SECTORINFO_ENEMYHELI_SHOTDOWN;
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}
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}
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}
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@@ -69,4 +69,4 @@ void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: decide wether to add a downed pilot if a helicopter was shot down here
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void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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#endif
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#endif
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@@ -41,4 +41,4 @@
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//#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !TANK( p ) && p->stats.bLife >= OKLIFE )
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#define OK_ENTERABLE_VEHICLE( p ) ( ( p->flags.uiStatusFlags & SOLDIER_VEHICLE ) && (!ARMED_VEHICLE( p ) || !(p->flags.uiStatusFlags & SOLDIER_ENEMY) ) && p->stats.bLife >= OKLIFE )
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#endif
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#endif
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@@ -23,4 +23,4 @@ void AIPickBurstLocations( SOLDIERTYPE *pSoldier, INT8 bTargets, SOLDIERTYPE *pT
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void RenderAccumulatedBurstLocations( );
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#endif
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#endif
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+1
-1
@@ -175,4 +175,4 @@ void CheckSquadMovementGroups( void );
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//SQUAD10: Check for squads that are oversized at current resolution and move them to another squad
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void FixOversizedSquadsInSector( void );
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#endif
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#endif
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@@ -25,4 +25,4 @@ BOOLEAN HandleSectorExitMenu( );
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void RemoveSectorExitMenu( BOOLEAN fOK );
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#endif
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#endif
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@@ -53,4 +53,4 @@ BOOLEAN SetOpenableStructureToClosed( INT32 sGridNo, UINT8 ubLevel );
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BOOLEAN IsJumpableWindowPresentAtGridNo( INT32 sGridNo , INT8 direction2, BOOLEAN fIntactWindowsAlso ); //legion 2 Windows
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BOOLEAN IsLegionWallPresentAtGridno( INT32 sGridNo ); //legion 2 Fence
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#endif
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#endif
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@@ -4,4 +4,4 @@
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void HandleTacticalEndTurn( );
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#endif
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#endif
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@@ -30,4 +30,4 @@ void EndTurnEvents( void );
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BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier );
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#endif
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#endif
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@@ -30,4 +30,4 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
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// based on how trained the shooter is.
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UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance );
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#endif
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#endif
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@@ -219,4 +219,4 @@ void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle )
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pCurrentSoldier = pSoldier;
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pCurrentVehicle = pVehicle;
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gVehicleSelection.Setup(0);
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}
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}
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@@ -82,4 +82,4 @@ private:
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void VehicleMenu( INT32 usMapPos, SOLDIERTYPE *pSoldier, SOLDIERTYPE *pVehicle );
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#endif
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#endif
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@@ -212,4 +212,4 @@ void LoadHiddenNames()
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strcat(fileName, HIDDENNAMESFILENAME);
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,String("LoadExternalGameplayData, fileName = %s", fileName));
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SGP_THROW_IFFALSE(ReadInHiddenNamesStats(zHiddenNames,fileName), HIDDENNAMESFILENAME);
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}
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}
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@@ -489,4 +489,4 @@ BOOLEAN ReadInLBEPocketPopups(STR fileName)
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return( TRUE );
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}
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}
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@@ -757,4 +757,4 @@ BOOLEAN WriteMercStartingGearStats()
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FileClose( hFile );
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return( TRUE );
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}
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}
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@@ -231,4 +231,4 @@ BOOLEAN WriteSmallFacesStats(RPC_SMALL_FACE_VALUES *pSmallFaces, STR fileName)
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FileClose( hFile );
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return( TRUE );
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}
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}
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@@ -298,4 +298,4 @@ BOOLEAN WriteRandomStats( STR fileName)
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FileClose( hFile );
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return( TRUE );
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}
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}
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+1
-1
@@ -20,4 +20,4 @@ void ExamineSlantRoofFOVSlots( );
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#endif
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#endif
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+1
-1
@@ -177,4 +177,4 @@ INT32 MaxDistanceVisible( void );
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// HEADROCK HAM 3.6: Moved here from cpp
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void MakeBloodcatsHostile( void );
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#endif
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#endif
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+1
-1
@@ -29,4 +29,4 @@ extern QARRAY_VALUES QuoteExp[NUM_PROFILES];
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#endif
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#endif
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@@ -22,4 +22,4 @@
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#define RT_COMPRESSION_TACTICAL_TURN_MODIFIER 10
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#endif
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#endif
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@@ -27,4 +27,4 @@ void SetDelayedTileWaiting( SOLDIERTYPE *pSoldier, INT32 sCauseGridNo, INT8 bVal
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BOOLEAN CanExchangePlaces( SOLDIERTYPE *pSoldier1, SOLDIERTYPE *pSoldier2, BOOLEAN fShow );
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#endif
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#endif
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Reference in New Issue
Block a user