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Whitespace changes to SOLDIERTYPE
This commit is contained in:
+325
-337
@@ -1103,452 +1103,440 @@ public:
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// properly until it is all fixed and the files updated.
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public:
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// ID
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SoldierID ubID;
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CHAR16 name[ 10 ];
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SoldierID ubID;
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CHAR16 name[ 10 ];
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INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1);
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// DESCRIPTION / STATS, ETC
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UINT8 ubBodyType;
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INT16 bActionPoints; //100AP
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INT16 bInitialActionPoints; //100AP
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INT8 bOldLife; // life at end of last turn, recorded for monster AI
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INT8 bVisible; // to render or not to render...
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INT8 bActive;
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INT8 bTeam; // Team identifier
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UINT8 ubBodyType;
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INT16 bActionPoints; //100AP
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INT16 bInitialActionPoints; //100AP
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INT8 bOldLife; // life at end of last turn, recorded for monster AI
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INT8 bVisible; // to render or not to render...
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INT8 bActive;
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INT8 bTeam; // Team identifier
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OBJECTTYPE *pTempObject;
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KEY_ON_RING *pKeyRing;
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OBJECTTYPE *pTempObject;
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KEY_ON_RING *pKeyRing;
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UINT8 bInSector;
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INT8 bFlashPortraitFrame;
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INT16 sFractLife; // fraction of life pts (in hundreths)
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INT8 bBleeding; // blood loss control variable
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INT8 bBreath; // current breath value
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INT8 bBreathMax; // max breath, affected by fatigue/sleep
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INT8 bStealthMode;
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INT16 sBreathRed; // current breath loss value
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UINT8 bInSector;
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INT8 bFlashPortraitFrame;
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INT16 sFractLife; // fraction of life pts (in hundreths)
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INT8 bBleeding; // blood loss control variable
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INT8 bBreath; // current breath value
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INT8 bBreathMax; // max breath, affected by fatigue/sleep
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INT8 bStealthMode;
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INT16 sBreathRed; // current breath loss value
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UINT8 ubWaitActionToDo;
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INT8 ubInsertionDirection;
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INT8 bGunType;
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UINT16 ubOppNum;
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INT8 bLastRenderVisibleValue;
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UINT8 ubAttackingHand;
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INT16 sWeightCarriedAtTurnStart;
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UINT8 ubWaitActionToDo;
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INT8 ubInsertionDirection;
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INT8 bGunType;
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UINT16 ubOppNum;
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INT8 bLastRenderVisibleValue;
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UINT8 ubAttackingHand;
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INT16 sWeightCarriedAtTurnStart;
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/////////////////////////////////////////////////////////////////////////////////
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// SANDRO - added following
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// values for surgery feature
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INT32 iHealableInjury;
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BOOLEAN fDoingSurgery;
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INT32 iHealableInjury;
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BOOLEAN fDoingSurgery;
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// value for unregainable breath feature (for Martial Arts)
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signed long lUnregainableBreath;
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signed long lUnregainableBreath;
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// this stores possible stats lost due to critical hits
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UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ];
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UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ];
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/////////////////////////////////////////////////////////////////////////////////
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//NEW MOVEMENT INFORMATION for Strategic Movement
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UINT8 ubGroupID; //the movement group the merc is currently part of.
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//sSectorX and sSectorY will reflect the sector the
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//merc was at last.
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UINT8 ubGroupID; // The movement group the merc is currently part of.
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// sSectorX and sSectorY will reflect the sector the
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// merc was at last.
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UINT8 ubMovementNoiseHeard;// 8 flags by direction
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UINT8 ubMovementNoiseHeard;// 8 flags by direction
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// WORLD POSITION STUFF
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FLOAT dXPos;
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FLOAT dYPos;
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FLOAT dXPos;
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FLOAT dYPos;
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// HEADROCK HAM 4: These two vars are appropriated for the new Shooting Mechanism.
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// They represent the soldier's position at the start of his turn.
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//FLOAT dOldXPos;
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//FLOAT dOldYPos;
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INT16 sOldXPos;
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INT16 sOldYPos;
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INT32 sInitialGridNo;
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INT32 sGridNo;
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UINT8 ubDirection;
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INT16 sHeightAdjustment;
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INT16 sDesiredHeight;
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INT32 sTempNewGridNo; // New grid no for advanced animations
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INT16 sRoomNo;
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INT8 bOverTerrainType;
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INT8 bOldOverTerrainType;
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//FLOAT dOldXPos;
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//FLOAT dOldYPos;
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INT16 sOldXPos;
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INT16 sOldYPos;
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INT32 sInitialGridNo;
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INT32 sGridNo;
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UINT8 ubDirection;
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INT16 sHeightAdjustment;
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INT16 sDesiredHeight;
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INT32 sTempNewGridNo; // New grid no for advanced animations
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INT16 sRoomNo;
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INT8 bOverTerrainType;
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INT8 bOldOverTerrainType;
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INT8 bCollapsed; // collapsed due to being out of APs
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INT8 bBreathCollapsed; // collapsed due to being out of APs
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INT8 bCollapsed; // collapsed due to being out of APs
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INT8 bBreathCollapsed; // collapsed due to being out of APs
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UINT8 ubDesiredHeight;
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UINT16 usPendingAnimation;
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UINT8 ubPendingStanceChange;
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UINT16 usAnimState;
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UINT8 ubDesiredHeight;
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UINT16 usPendingAnimation;
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UINT8 ubPendingStanceChange;
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UINT16 usAnimState;
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UINT32 uiAIDelay;
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INT16 sReloadDelay;
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UINT16 ubAttackerID;
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UINT16 ubPreviousAttackerID;
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UINT32 uiAIDelay;
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INT16 sReloadDelay;
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UINT16 ubAttackerID;
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UINT16 ubPreviousAttackerID;
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INT32 sInsertionGridNo;
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INT32 sInsertionGridNo;
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AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers
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UINT8 bSide;
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UINT8 bViewRange;
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INT8 bNewOppCnt;
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INT8 bService; // first aid, or other time consuming process
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UINT8 bSide;
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UINT8 bViewRange;
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INT8 bNewOppCnt;
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INT8 bService; // first aid, or other time consuming process
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UINT16 usAniCode;
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UINT16 usAniFrame;
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INT16 sAniDelay;
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UINT16 usAniCode;
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UINT16 usAniFrame;
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INT16 sAniDelay;
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// MOVEMENT TO NEXT TILE HANDLING STUFF
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UINT8 ubDelayedMovementCauseMerc;
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INT32 sDelayedMovementCauseGridNo;
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INT32 sReservedMovementGridNo;
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UINT8 ubDelayedMovementCauseMerc;
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INT32 sDelayedMovementCauseGridNo;
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INT32 sReservedMovementGridNo;
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// Weapon Stuff
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INT32 sTargetGridNo;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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INT32 sLastTarget;
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INT32 sTargetGridNo;
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INT8 bTargetLevel;
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INT8 bTargetCubeLevel;
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INT32 sLastTarget;
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// HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH)
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FLOAT dPrevMuzzleOffsetX[2];
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FLOAT dPrevMuzzleOffsetY[2];
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FLOAT dPrevMuzzleOffsetX[2];
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FLOAT dPrevMuzzleOffsetY[2];
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// HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun.
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FLOAT dPrevCounterForceX[2];
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FLOAT dPrevCounterForceY[2];
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FLOAT dPrevCounterForceX[2];
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FLOAT dPrevCounterForceY[2];
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// CHRISL: Track initial offsets for autofire
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FLOAT dInitialMuzzleOffsetX;
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FLOAT dInitialMuzzleOffsetY;
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FLOAT dInitialMuzzleOffsetX;
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FLOAT dInitialMuzzleOffsetY;
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INT8 bTilesMoved;
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FLOAT dNextBleed;
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INT8 bTilesMoved;
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FLOAT dNextBleed;
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UINT8 ubTilesMovedPerRTBreathUpdate;
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UINT16 usLastMovementAnimPerRTBreathUpdate;
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UINT8 ubTilesMovedPerRTBreathUpdate;
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UINT16 usLastMovementAnimPerRTBreathUpdate;
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INT16 sLocatorFrame;
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INT16 sLocatorFrame;
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INT32 iFaceIndex;
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INT32 iFaceIndex;
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// FULL 3-d TILE STUFF ( keep records of three tiles infront )
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UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
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INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
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UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ];
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INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ];
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// PALETTE MANAGEMENT STUFF
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PaletteRepID HeadPal; // 30
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PaletteRepID PantsPal; // 30
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PaletteRepID VestPal; // 30
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PaletteRepID SkinPal; // 30
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PaletteRepID MiscPal; // 30
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SGPPaletteEntry *p8BPPPalette; // 4
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UINT16 *p16BPPPalette;
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UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables
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UINT16 *pGlowShades[ 20 ]; //
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UINT16 *pCurrentShade;
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UINT8 ubFadeLevel;
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UINT8 ubServiceCount;
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UINT16 ubServicePartner;
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THROW_PARAMS *pThrowParams;
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INT8 bReverse;
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LEVELNODE *pLevelNode;
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LEVELNODE *pExternShadowLevelNode;
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LEVELNODE *pRoofUILevelNode;
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PaletteRepID HeadPal; // 30
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PaletteRepID PantsPal; // 30
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PaletteRepID VestPal; // 30
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PaletteRepID SkinPal; // 30
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PaletteRepID MiscPal; // 30
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SGPPaletteEntry *p8BPPPalette; // 4
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UINT16 *p16BPPPalette;
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UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables
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UINT16 *pGlowShades[ 20 ]; //
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UINT16 *pCurrentShade;
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UINT8 ubFadeLevel;
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UINT8 ubServiceCount;
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UINT16 ubServicePartner;
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THROW_PARAMS *pThrowParams;
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INT8 bReverse;
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LEVELNODE *pLevelNode;
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LEVELNODE *pExternShadowLevelNode;
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LEVELNODE *pRoofUILevelNode;
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// UNBLIT BACKGROUND
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UINT16 *pBackGround;
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UINT16 *pZBackground;
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UINT16 usUnblitX, usUnblitY;
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UINT16 usUnblitWidth, usUnblitHeight;
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UINT16 *pBackGround;
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UINT16 *pZBackground;
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UINT16 usUnblitX, usUnblitY;
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UINT16 usUnblitWidth, usUnblitHeight;
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UINT8 ubStrategicInsertionCode;
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INT32 usStrategicInsertionData;
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UINT8 ubStrategicInsertionCode;
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INT32 usStrategicInsertionData;
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INT32 iLight;
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INT32 iMuzFlash;
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INT8 bMuzFlashCount;
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INT32 iLight;
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INT32 iMuzFlash;
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INT8 bMuzFlashCount;
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INT16 sX;
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INT16 sY;
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INT16 sX;
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INT16 sY;
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UINT16 usOldAniState;
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INT16 sOldAniCode;
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UINT16 usOldAniState;
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INT16 sOldAniCode;
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INT8 bBulletsLeft;
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UINT8 ubSuppressionPoints;
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INT8 bBulletsLeft;
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UINT8 ubSuppressionPoints;
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// STUFF FOR RANDOM ANIMATIONS
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UINT32 uiTimeOfLastRandomAction;
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INT16 usLastRandomAnim;
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UINT32 uiTimeOfLastRandomAction;
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INT16 usLastRandomAnim;
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UINT16 usAnimSurface;
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UINT16 sZLevel;
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UINT16 usAnimSurface;
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UINT16 sZLevel;
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INT16 sWalkToAttackMovementMode;//shadooow: stores movement mode used in last pathing
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INT32 sWalkToAttackGridNo;
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INT16 sWalkToAttackWalkToCost;
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INT16 sWalkToAttackMovementMode;//shadooow: stores movement mode used in last pathing
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INT32 sWalkToAttackGridNo;
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INT16 sWalkToAttackWalkToCost;
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INT16 sLocatorOffX;
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INT16 sLocatorOffY;
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UINT16 *pForcedShade;
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INT16 sLocatorOffX;
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INT16 sLocatorOffY;
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UINT16 *pForcedShade;
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INT8 bDisplayDamageCount;
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UINT8 sWalkToAttackEndDirection;//shadooow: stores direction of merc at the destination grid
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INT16 sDamage;
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INT16 sDamageX;
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INT16 sDamageY;
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INT8 bDamageDir;
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INT8 bDoBurst;
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INT16 usUIMovementMode;
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INT8 bUIInterfaceLevel;
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INT8 bDisplayDamageCount;
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UINT8 sWalkToAttackEndDirection;//shadooow: stores direction of merc at the destination grid
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INT16 sDamage;
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INT16 sDamageX;
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INT16 sDamageY;
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INT8 bDamageDir;
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INT8 bDoBurst;
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INT16 usUIMovementMode;
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INT8 bUIInterfaceLevel;
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UINT8 ubProfile;
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UINT8 ubQuoteRecord;
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UINT8 ubQuoteActionID;
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UINT8 ubBattleSoundID;
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UINT8 ubProfile;
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UINT8 ubQuoteRecord;
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UINT8 ubQuoteActionID;
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UINT8 ubBattleSoundID;
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UINT8 ubClosePanelFrame;
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UINT8 ubDeadPanelFrame;
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INT8 bOpenPanelFrame;
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UINT8 ubClosePanelFrame;
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UINT8 ubDeadPanelFrame;
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INT8 bOpenPanelFrame;
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INT16 sPanelFaceX;
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INT16 sPanelFaceY;
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INT16 sPanelFaceX;
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INT16 sPanelFaceY;
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// QUOTE STUFF
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INT8 bNumHitsThisTurn;
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UINT16 usQuoteSaidFlags;
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INT8 bLastSkillCheck;
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INT8 ubSkillCheckAttempts;
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INT8 bNumHitsThisTurn;
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UINT16 usQuoteSaidFlags;
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INT8 bLastSkillCheck;
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INT8 ubSkillCheckAttempts;
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INT8 bVocalVolume; // verbal sounds need to differ in volume
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INT8 bVocalVolume; // verbal sounds need to differ in volume
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INT8 bStartFallDir;
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INT8 bStartFallDir;
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UINT8 ubPendingDirection;
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UINT32 uiAnimSubFlags;
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UINT8 ubPendingDirection;
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UINT32 uiAnimSubFlags;
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UINT8 bAimShotLocation;
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UINT8 ubHitLocation;
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UINT8 bAimMeleeLocation;
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UINT8 bAimShotLocation;
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UINT8 ubHitLocation;
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UINT8 bAimMeleeLocation;
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UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects
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UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects
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UINT8 ubPlannedUIAPCost;
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INT16 sPlannedTargetX;
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INT16 sPlannedTargetY;
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UINT8 ubPlannedUIAPCost;
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INT16 sPlannedTargetX;
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INT16 sPlannedTargetY;
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INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
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INT32 sStartGridNo;
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INT32 sEndGridNo;
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INT32 sForcastGridno;
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INT16 sZLevelOverride;
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INT8 bMovedPriorToInterrupt;
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INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
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INT32 iStartContractTime;
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INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc
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INT32 iNextActionSpecialData; // AI special action data record for the next action
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UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is
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INT8 bAssignment; // soldiers current assignment
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INT8 bOldAssignment; // old assignment, for autosleep purposes
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INT8 bTrainStat; // current stat soldier is training
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INT16 sSectorX; // X position on the Stategic Map
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INT16 sSectorY; // Y position on the Stategic Map
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INT8 bSectorZ; // Z sector location
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INT32 iVehicleId; // the id of the vehicle the char is in
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PathStPtr pMercPath; //Path Structure
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UINT16 usMedicalDeposit; // is there a medical deposit on merc
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UINT16 usLifeInsurance; // is there life insurance taken out on merc
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INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ];
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INT32 sStartGridNo;
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INT32 sEndGridNo;
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INT32 sForcastGridno;
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INT16 sZLevelOverride;
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INT8 bMovedPriorToInterrupt;
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INT32 iEndofContractTime; // time, in global time(resolution, minutes) that merc will leave, or if its a M.E.R.C. merc it will be set to -1. -2 for NPC and player generated
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INT32 iStartContractTime;
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INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc
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INT32 iNextActionSpecialData; // AI special action data record for the next action
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UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is
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INT8 bAssignment; // soldiers current assignment
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INT8 bOldAssignment; // old assignment, for autosleep purposes
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||||
INT8 bTrainStat; // current stat soldier is training
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||||
INT16 sSectorX; // X position on the Stategic Map
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INT16 sSectorY; // Y position on the Stategic Map
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INT8 bSectorZ; // Z sector location
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INT32 iVehicleId; // the id of the vehicle the char is in
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PathStPtr pMercPath; //Path Structure
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UINT16 usMedicalDeposit; // is there a medical deposit on merc
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UINT16 usLifeInsurance; // is there life insurance taken out on merc
|
||||
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||||
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||||
//DEF: Used for the communications
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||||
UINT32 uiStartMovementTime; // the time since the merc first started moving
|
||||
UINT32 uiOptimumMovementTime; // everytime in ececute overhead the time for the current ani will be added to this total
|
||||
UINT32 usLastUpdateTime ; // The last time the soldier was in ExecuteOverhead
|
||||
UINT32 uiStartMovementTime; // the time since the merc first started moving
|
||||
UINT32 uiOptimumMovementTime; // everytime in ececute overhead the time for the current ani will be added to this total
|
||||
UINT32 usLastUpdateTime ; // The last time the soldier was in ExecuteOverhead
|
||||
|
||||
UINT32 uiSoldierUpdateNumber;
|
||||
BYTE ubSoldierUpdateType;
|
||||
INT32 sScheduledStop; //hayden, used for scheduling a grid to stop
|
||||
UINT32 uiSoldierUpdateNumber;
|
||||
BYTE ubSoldierUpdateType;
|
||||
INT32 sScheduledStop; //hayden, used for scheduling a grid to stop
|
||||
//END
|
||||
|
||||
INT32 iStartOfInsuranceContract;
|
||||
UINT32 uiLastAssignmentChangeMin; // timestamp of last assignment change in minutes
|
||||
INT32 iTotalLengthOfInsuranceContract;
|
||||
INT32 iStartOfInsuranceContract;
|
||||
UINT32 uiLastAssignmentChangeMin; // timestamp of last assignment change in minutes
|
||||
INT32 iTotalLengthOfInsuranceContract;
|
||||
|
||||
UINT8 ubSoldierClass; //admin, elite, troop (creature types?) Nav: 2 seems to mean elite, 3 troop so admin is 1
|
||||
UINT8 ubAPsLostToSuppression;
|
||||
UINT16 ubSuppressorID;
|
||||
UINT8 ubSoldierClass; //admin, elite, troop (creature types?) Nav: 2 seems to mean elite, 3 troop so admin is 1
|
||||
UINT8 ubAPsLostToSuppression;
|
||||
UINT16 ubSuppressorID;
|
||||
|
||||
//Squad merging vars
|
||||
UINT8 ubDesiredSquadAssignment;
|
||||
UINT8 ubNumTraversalsAllowedToMerge;
|
||||
UINT8 ubDesiredSquadAssignment;
|
||||
UINT8 ubNumTraversalsAllowedToMerge;
|
||||
|
||||
UINT16 usPendingAnimation2;
|
||||
UINT8 ubCivilianGroup;
|
||||
UINT16 usPendingAnimation2;
|
||||
UINT8 ubCivilianGroup;
|
||||
|
||||
|
||||
UINT32 uiUniqueSoldierIdValue; // the unique value every instance of a soldier gets - 1 is the first valid value
|
||||
UINT32 uiUniqueSoldierIdValue; // the unique value every instance of a soldier gets - 1 is the first valid value
|
||||
|
||||
INT8 bEndDoorOpenCode;
|
||||
INT8 bEndDoorOpenCode;
|
||||
|
||||
UINT8 ubScheduleID;
|
||||
INT32 sEndDoorOpenCodeData;//dnl ch53 121009
|
||||
INT8 bBlockedByAnotherMercDirection;
|
||||
UINT16 usAttackingWeapon;
|
||||
INT8 bWeaponMode;
|
||||
UINT16 ubTargetID;
|
||||
INT8 bAIScheduleProgress;
|
||||
INT32 sOffWorldGridNo;
|
||||
struct TAG_anitile *pAniTile;
|
||||
INT8 bCamo;
|
||||
INT32 sAbsoluteFinalDestination;
|
||||
UINT8 ubHiResDirection;
|
||||
UINT8 ubHiResDesiredDirection;
|
||||
UINT8 ubLastFootPrintSound;
|
||||
INT8 bVehicleID;
|
||||
INT8 bMovementDirection;
|
||||
INT32 sOldGridNo;
|
||||
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
|
||||
INT16 sBoundingBoxWidth;
|
||||
INT16 sBoundingBoxHeight;
|
||||
INT16 sBoundingBoxOffsetX;
|
||||
INT16 sBoundingBoxOffsetY;
|
||||
UINT32 uiTimeSameBattleSndDone;
|
||||
INT8 bOldBattleSnd;
|
||||
INT32 iBurstSoundID;
|
||||
INT8 bSlotItemTakenFrom;
|
||||
UINT16 ubAutoBandagingMedic;
|
||||
UINT16 ubRobotRemoteHolderID;
|
||||
UINT32 uiTimeOfLastContractUpdate;
|
||||
INT8 bTypeOfLastContract;
|
||||
INT8 bTurnsCollapsed;
|
||||
INT8 bSleepDrugCounter;
|
||||
UINT8 ubMilitiaKills;
|
||||
UINT8 ubScheduleID;
|
||||
INT32 sEndDoorOpenCodeData;//dnl ch53 121009
|
||||
INT8 bBlockedByAnotherMercDirection;
|
||||
UINT16 usAttackingWeapon;
|
||||
INT8 bWeaponMode;
|
||||
UINT16 ubTargetID;
|
||||
INT8 bAIScheduleProgress;
|
||||
INT32 sOffWorldGridNo;
|
||||
struct TAG_anitile *pAniTile;
|
||||
INT8 bCamo;
|
||||
INT32 sAbsoluteFinalDestination;
|
||||
UINT8 ubHiResDirection;
|
||||
UINT8 ubHiResDesiredDirection;
|
||||
UINT8 ubLastFootPrintSound;
|
||||
INT8 bVehicleID;
|
||||
INT8 bMovementDirection;
|
||||
INT32 sOldGridNo;
|
||||
UINT16 usDontUpdateNewGridNoOnMoveAnimChange;
|
||||
INT16 sBoundingBoxWidth;
|
||||
INT16 sBoundingBoxHeight;
|
||||
INT16 sBoundingBoxOffsetX;
|
||||
INT16 sBoundingBoxOffsetY;
|
||||
UINT32 uiTimeSameBattleSndDone;
|
||||
INT8 bOldBattleSnd;
|
||||
INT32 iBurstSoundID;
|
||||
INT8 bSlotItemTakenFrom;
|
||||
UINT16 ubAutoBandagingMedic;
|
||||
UINT16 ubRobotRemoteHolderID;
|
||||
UINT32 uiTimeOfLastContractUpdate;
|
||||
INT8 bTypeOfLastContract;
|
||||
INT8 bTurnsCollapsed;
|
||||
INT8 bSleepDrugCounter;
|
||||
UINT8 ubMilitiaKills;
|
||||
|
||||
|
||||
INT8 bBlindedCounter;
|
||||
INT8 bBlindedCounter;
|
||||
|
||||
UINT8 ubHoursOnAssignment; // used for assignments handled only every X hours
|
||||
UINT8 ubHoursOnAssignment; // used for assignments handled only every X hours
|
||||
|
||||
UINT8 ubMercJustFired; // the merc was just fired..there may be dialogue events occuring, this flag will prevent any interaction with contracts
|
||||
// until after the merc leaves
|
||||
UINT8 ubTurnsUntilCanSayHeardNoise;
|
||||
UINT16 usQuoteSaidExtFlags;
|
||||
UINT8 ubMercJustFired; // the merc was just fired..there may be dialogue events occuring, this flag will prevent any interaction with contracts
|
||||
// until after the merc leaves
|
||||
UINT8 ubTurnsUntilCanSayHeardNoise;
|
||||
UINT16 usQuoteSaidExtFlags;
|
||||
|
||||
INT32 sContPathLocation;//dnl ch53 was UINT16
|
||||
INT8 bGoodContPath;
|
||||
UINT8 ubPendingActionInterrupted;
|
||||
INT8 bNoiseLevel;
|
||||
INT8 bRegenerationCounter; // Flugente: not used anymore!
|
||||
INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
|
||||
INT8 bNumPelletsHitBy;
|
||||
INT32 sSkillCheckGridNo;
|
||||
UINT16 ubLastEnemyCycledID;
|
||||
INT32 sContPathLocation;//dnl ch53 was UINT16
|
||||
INT8 bGoodContPath;
|
||||
UINT8 ubPendingActionInterrupted;
|
||||
INT8 bNoiseLevel;
|
||||
INT8 bRegenerationCounter; // Flugente: not used anymore!
|
||||
INT8 bRegenBoostersUsedToday; // Flugente: not used anymore!
|
||||
INT8 bNumPelletsHitBy;
|
||||
INT32 sSkillCheckGridNo;
|
||||
UINT16 ubLastEnemyCycledID;
|
||||
|
||||
UINT8 ubPrevSectorID;
|
||||
UINT8 ubNumTilesMovesSinceLastForget;
|
||||
INT8 bTurningIncrement;
|
||||
UINT32 uiBattleSoundID;
|
||||
UINT8 ubPrevSectorID;
|
||||
UINT8 ubNumTilesMovesSinceLastForget;
|
||||
INT8 bTurningIncrement;
|
||||
UINT32 uiBattleSoundID;
|
||||
|
||||
UINT16 usValueGoneUp;
|
||||
UINT16 usValueGoneUp;
|
||||
|
||||
UINT8 ubNumLocateCycles;
|
||||
UINT8 ubDelayedMovementFlags;
|
||||
UINT16 ubCTGTTargetID;
|
||||
UINT8 ubNumLocateCycles;
|
||||
UINT8 ubDelayedMovementFlags;
|
||||
UINT16 ubCTGTTargetID;
|
||||
|
||||
UINT32 uiMercChecksum;
|
||||
UINT32 uiMercChecksum;
|
||||
|
||||
INT8 bCurrentCivQuote;
|
||||
INT8 bCurrentCivQuoteDelta;
|
||||
UINT8 ubMiscSoldierFlags;
|
||||
UINT8 ubReasonCantFinishMove;
|
||||
INT8 bCurrentCivQuote;
|
||||
INT8 bCurrentCivQuoteDelta;
|
||||
UINT8 ubMiscSoldierFlags;
|
||||
UINT8 ubReasonCantFinishMove;
|
||||
|
||||
INT32 sLocationOfFadeStart;
|
||||
UINT8 bUseExitGridForReentryDirection;
|
||||
INT32 sLocationOfFadeStart;
|
||||
UINT8 bUseExitGridForReentryDirection;
|
||||
|
||||
UINT32 uiTimeSinceLastSpoke;
|
||||
UINT8 ubContractRenewalQuoteCode;
|
||||
INT32 sPreTraversalGridNo;
|
||||
UINT32 uiXRayActivatedTime;
|
||||
INT8 bTurningFromUI;
|
||||
INT8 bPendingActionData5;
|
||||
UINT32 uiTimeSinceLastSpoke;
|
||||
UINT8 ubContractRenewalQuoteCode;
|
||||
INT32 sPreTraversalGridNo;
|
||||
UINT32 uiXRayActivatedTime;
|
||||
INT8 bTurningFromUI;
|
||||
INT8 bPendingActionData5;
|
||||
|
||||
INT8 bDelayedStrategicMoraleMod;
|
||||
UINT8 ubDoorOpeningNoise;
|
||||
INT8 bDelayedStrategicMoraleMod;
|
||||
UINT8 ubDoorOpeningNoise;
|
||||
|
||||
struct GROUP *pGroup;
|
||||
UINT8 ubLeaveHistoryCode;
|
||||
INT8 bOverrideMoveSpeed;
|
||||
struct GROUP *pGroup;
|
||||
UINT8 ubLeaveHistoryCode;
|
||||
INT8 bOverrideMoveSpeed;
|
||||
|
||||
UINT32 uiTimeSoldierWillArrive;
|
||||
UINT32 uiTimeSoldierWillArrive;
|
||||
|
||||
|
||||
INT8 bVehicleUnderRepairID;
|
||||
INT32 iTimeCanSignElsewhere;
|
||||
INT8 bHospitalPriceModifier;
|
||||
UINT32 uiStartTimeOfInsuranceContract;
|
||||
INT8 bCorpseQuoteTolerance;
|
||||
INT8 bDeafenedCounter;
|
||||
INT32 iPositionSndID;
|
||||
INT32 iTuringSoundID;
|
||||
UINT8 ubLastDamageReason;
|
||||
INT32 sLastTwoLocations[2];
|
||||
INT32 uiTimeSinceLastBleedGrunt;
|
||||
UINT16 ubNextToPreviousAttackerID;
|
||||
UINT8 bDoAutofire;
|
||||
INT8 numFlanks;
|
||||
INT32 lastFlankSpot;
|
||||
INT8 sniper;
|
||||
INT16 origDir;
|
||||
INT8 wornCamo;
|
||||
INT8 bVehicleUnderRepairID;
|
||||
INT32 iTimeCanSignElsewhere;
|
||||
INT8 bHospitalPriceModifier;
|
||||
UINT32 uiStartTimeOfInsuranceContract;
|
||||
INT8 bCorpseQuoteTolerance;
|
||||
INT8 bDeafenedCounter;
|
||||
INT32 iPositionSndID;
|
||||
INT32 iTuringSoundID;
|
||||
UINT8 ubLastDamageReason;
|
||||
INT32 sLastTwoLocations[2];
|
||||
INT32 uiTimeSinceLastBleedGrunt;
|
||||
UINT16 ubNextToPreviousAttackerID;
|
||||
UINT8 bDoAutofire;
|
||||
INT8 numFlanks;
|
||||
INT32 lastFlankSpot;
|
||||
INT8 sniper;
|
||||
INT16 origDir;
|
||||
|
||||
INT8 urbanCamo; // Madd: new camo types
|
||||
INT8 wornUrbanCamo;
|
||||
|
||||
INT8 desertCamo;
|
||||
INT8 wornDesertCamo;
|
||||
|
||||
INT8 snowCamo;
|
||||
INT8 wornSnowCamo;
|
||||
INT8 wornCamo;
|
||||
INT8 urbanCamo; // Madd: new camo types
|
||||
INT8 wornUrbanCamo;
|
||||
INT8 desertCamo;
|
||||
INT8 wornDesertCamo;
|
||||
INT8 snowCamo;
|
||||
INT8 wornSnowCamo;
|
||||
|
||||
// HEADROCK HAM 3.6: Added integer tracking the facility this character is using.
|
||||
INT16 sFacilityTypeOperated;
|
||||
INT16 sFacilityTypeOperated;
|
||||
// HEADROCK HAM 3.6: I'm removing this filler to make room for the above variable. I'm very worried though,
|
||||
// I don't know if this is a good idea at all...
|
||||
//INT16 filler;
|
||||
|
||||
// Flugente: Is this the correct position?
|
||||
INT8 bScopeMode;
|
||||
INT8 bScopeMode;
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
// Flugente: this was the location of required variables required for the now removed poison feature. They can be used again
|
||||
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
|
||||
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
|
||||
//INT8 bUnusedINT8_3;
|
||||
UINT16 usDragPersonID; // Flugente: id of person we are dragging
|
||||
UINT8 ubMilitiaAssists; // Flugente: stores militia assists
|
||||
INT8 sNonNPCTraderID; // Flugente: we can set up non-NPC soldiers to be merchants, we store their dealer id here (value > 0 means arms dealer entry x)
|
||||
//INT8 bUnusedINT8_3;
|
||||
UINT16 usDragPersonID; // Flugente: id of person we are dragging
|
||||
|
||||
//INT16 bUnusedINT16_4;
|
||||
INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
|
||||
//INT16 bUnusedINT16_4;
|
||||
INT16 sDragCorpseID; // Flugente: id of corpse we are dragging
|
||||
|
||||
SoldierID usChatPartnerID; // Flugente: the id of another merc we are 'chatting' with
|
||||
|
||||
@@ -1557,7 +1545,7 @@ public:
|
||||
INT16 bExtraDexterity; // additional dexterity gained via drugs
|
||||
INT16 bExtraAgility; // additional agility gained via drugs
|
||||
INT16 bExtraWisdom; // additional wisdom gained via drugs
|
||||
INT8 bExtraExpLevel; // corruption can temporarily alter our ExpLevel without messing up our stats this way
|
||||
INT8 bExtraExpLevel; // corruption can temporarily alter our ExpLevel without messing up our stats this way
|
||||
|
||||
UINT32 usSoldierFlagMask; // for various soldier-related flags (Illusion, Kill streak, etc.). Easier than adding 32 bool variables
|
||||
|
||||
@@ -1614,11 +1602,11 @@ public:
|
||||
|
||||
#ifdef JA2UB
|
||||
//ja25
|
||||
BOOLEAN fIgnoreGetupFromCollapseCheck;
|
||||
TIMECOUNTER GetupFromJA25StartCounter;
|
||||
BOOLEAN fWaitingToGetupFromJA25Start;
|
||||
BOOLEAN fIgnoreGetupFromCollapseCheck;
|
||||
TIMECOUNTER GetupFromJA25StartCounter;
|
||||
BOOLEAN fWaitingToGetupFromJA25Start;
|
||||
|
||||
UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
|
||||
UINT8 ubPercentDamageInflictedByTeam[NUM_ASSIST_SLOTS]; //The percent of damage inflicted by the player team. Each element corresponds to the Soldier ID. Each element contains the percent damage inflicted by that merc
|
||||
#endif
|
||||
|
||||
char endOfPOD; // marker for end of POD (plain old data)
|
||||
@@ -1629,20 +1617,20 @@ public:
|
||||
// properly until it is all fixed and the files updated.
|
||||
|
||||
Inventory inv;
|
||||
AI::tactical::Plan* ai_masterplan_; // Interface object for ModularizedTacticalAI
|
||||
AI::tactical::Plan* ai_masterplan_; // Interface object for ModularizedTacticalAI
|
||||
|
||||
//data from version 101 wrapped into structs
|
||||
STRUCT_AIData aiData;
|
||||
STRUCT_Flags flags;
|
||||
STRUCT_TimeChanges timeChanges;
|
||||
STRUCT_TimeCounters timeCounters;
|
||||
//STRUCT_Drugs drugs; // Flugente: drug values are now in newdrugs
|
||||
DRUGS newdrugs;
|
||||
STRUCT_Statistics stats;
|
||||
STRUCT_Pathing pathing;
|
||||
STRUCT_AIData aiData;
|
||||
STRUCT_Flags flags;
|
||||
STRUCT_TimeChanges timeChanges;
|
||||
STRUCT_TimeCounters timeCounters;
|
||||
//STRUCT_Drugs drugs; // Flugente: drug values are now in newdrugs
|
||||
DRUGS newdrugs;
|
||||
STRUCT_Statistics stats;
|
||||
STRUCT_Pathing pathing;
|
||||
|
||||
// Debugging data - not saved
|
||||
INT32 sPlotSrcGrid;
|
||||
INT32 sPlotSrcGrid;
|
||||
//std::vector<UINT32> CTH;
|
||||
|
||||
// sevenfm: remember suppression points, shock from last attack
|
||||
|
||||
Reference in New Issue
Block a user