From 9079f2e0c1a1522060f3ec7bdc9a25a0373a97a4 Mon Sep 17 00:00:00 2001 From: Asdow <20314541+Asdow@users.noreply.github.com> Date: Fri, 15 Nov 2024 21:20:49 +0200 Subject: [PATCH] Whitespace changes to SOLDIERTYPE --- Tactical/Soldier Control.h | 662 ++++++++++++++++++------------------- 1 file changed, 325 insertions(+), 337 deletions(-) diff --git a/Tactical/Soldier Control.h b/Tactical/Soldier Control.h index d28bb6985..70a032d72 100644 --- a/Tactical/Soldier Control.h +++ b/Tactical/Soldier Control.h @@ -1103,452 +1103,440 @@ public: // properly until it is all fixed and the files updated. public: // ID - SoldierID ubID; - CHAR16 name[ 10 ]; + SoldierID ubID; + CHAR16 name[ 10 ]; INT16 GetMaxDistanceVisible(INT32 sGridNo = -1, INT8 bLevel = -1, int calcAsType = -1); // DESCRIPTION / STATS, ETC - UINT8 ubBodyType; - INT16 bActionPoints; //100AP - INT16 bInitialActionPoints; //100AP - INT8 bOldLife; // life at end of last turn, recorded for monster AI - INT8 bVisible; // to render or not to render... - INT8 bActive; - INT8 bTeam; // Team identifier + UINT8 ubBodyType; + INT16 bActionPoints; //100AP + INT16 bInitialActionPoints; //100AP + INT8 bOldLife; // life at end of last turn, recorded for monster AI + INT8 bVisible; // to render or not to render... + INT8 bActive; + INT8 bTeam; // Team identifier - OBJECTTYPE *pTempObject; - KEY_ON_RING *pKeyRing; + OBJECTTYPE *pTempObject; + KEY_ON_RING *pKeyRing; - UINT8 bInSector; - INT8 bFlashPortraitFrame; - INT16 sFractLife; // fraction of life pts (in hundreths) - INT8 bBleeding; // blood loss control variable - INT8 bBreath; // current breath value - INT8 bBreathMax; // max breath, affected by fatigue/sleep - INT8 bStealthMode; - INT16 sBreathRed; // current breath loss value + UINT8 bInSector; + INT8 bFlashPortraitFrame; + INT16 sFractLife; // fraction of life pts (in hundreths) + INT8 bBleeding; // blood loss control variable + INT8 bBreath; // current breath value + INT8 bBreathMax; // max breath, affected by fatigue/sleep + INT8 bStealthMode; + INT16 sBreathRed; // current breath loss value - UINT8 ubWaitActionToDo; - INT8 ubInsertionDirection; - INT8 bGunType; - UINT16 ubOppNum; - INT8 bLastRenderVisibleValue; - UINT8 ubAttackingHand; - INT16 sWeightCarriedAtTurnStart; + UINT8 ubWaitActionToDo; + INT8 ubInsertionDirection; + INT8 bGunType; + UINT16 ubOppNum; + INT8 bLastRenderVisibleValue; + UINT8 ubAttackingHand; + INT16 sWeightCarriedAtTurnStart; ///////////////////////////////////////////////////////////////////////////////// // SANDRO - added following // values for surgery feature - INT32 iHealableInjury; - BOOLEAN fDoingSurgery; + INT32 iHealableInjury; + BOOLEAN fDoingSurgery; // value for unregainable breath feature (for Martial Arts) - signed long lUnregainableBreath; + signed long lUnregainableBreath; // this stores possible stats lost due to critical hits - UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ]; + UINT8 ubCriticalStatDamage[ NUM_DAMAGABLE_STATS ]; ///////////////////////////////////////////////////////////////////////////////// //NEW MOVEMENT INFORMATION for Strategic Movement - UINT8 ubGroupID; //the movement group the merc is currently part of. - //sSectorX and sSectorY will reflect the sector the - //merc was at last. + UINT8 ubGroupID; // The movement group the merc is currently part of. + // sSectorX and sSectorY will reflect the sector the + // merc was at last. - UINT8 ubMovementNoiseHeard;// 8 flags by direction + UINT8 ubMovementNoiseHeard;// 8 flags by direction // WORLD POSITION STUFF - FLOAT dXPos; - FLOAT dYPos; + FLOAT dXPos; + FLOAT dYPos; // HEADROCK HAM 4: These two vars are appropriated for the new Shooting Mechanism. // They represent the soldier's position at the start of his turn. - //FLOAT dOldXPos; - //FLOAT dOldYPos; - INT16 sOldXPos; - INT16 sOldYPos; - INT32 sInitialGridNo; - INT32 sGridNo; - UINT8 ubDirection; - INT16 sHeightAdjustment; - INT16 sDesiredHeight; - INT32 sTempNewGridNo; // New grid no for advanced animations - INT16 sRoomNo; - INT8 bOverTerrainType; - INT8 bOldOverTerrainType; + //FLOAT dOldXPos; + //FLOAT dOldYPos; + INT16 sOldXPos; + INT16 sOldYPos; + INT32 sInitialGridNo; + INT32 sGridNo; + UINT8 ubDirection; + INT16 sHeightAdjustment; + INT16 sDesiredHeight; + INT32 sTempNewGridNo; // New grid no for advanced animations + INT16 sRoomNo; + INT8 bOverTerrainType; + INT8 bOldOverTerrainType; - INT8 bCollapsed; // collapsed due to being out of APs - INT8 bBreathCollapsed; // collapsed due to being out of APs + INT8 bCollapsed; // collapsed due to being out of APs + INT8 bBreathCollapsed; // collapsed due to being out of APs - - UINT8 ubDesiredHeight; - UINT16 usPendingAnimation; - UINT8 ubPendingStanceChange; - UINT16 usAnimState; + UINT8 ubDesiredHeight; + UINT16 usPendingAnimation; + UINT8 ubPendingStanceChange; + UINT16 usAnimState; + UINT32 uiAIDelay; + INT16 sReloadDelay; + UINT16 ubAttackerID; + UINT16 ubPreviousAttackerID; - - - UINT32 uiAIDelay; - INT16 sReloadDelay; - UINT16 ubAttackerID; - UINT16 ubPreviousAttackerID; - - INT32 sInsertionGridNo; + INT32 sInsertionGridNo; AnimationSurfaceCacheType AnimCache; // will be 9 bytes once changed to pointers - UINT8 bSide; - UINT8 bViewRange; - INT8 bNewOppCnt; - INT8 bService; // first aid, or other time consuming process + UINT8 bSide; + UINT8 bViewRange; + INT8 bNewOppCnt; + INT8 bService; // first aid, or other time consuming process - UINT16 usAniCode; - UINT16 usAniFrame; - INT16 sAniDelay; + UINT16 usAniCode; + UINT16 usAniFrame; + INT16 sAniDelay; // MOVEMENT TO NEXT TILE HANDLING STUFF - UINT8 ubDelayedMovementCauseMerc; - INT32 sDelayedMovementCauseGridNo; - INT32 sReservedMovementGridNo; + UINT8 ubDelayedMovementCauseMerc; + INT32 sDelayedMovementCauseGridNo; + INT32 sReservedMovementGridNo; // Weapon Stuff - INT32 sTargetGridNo; - INT8 bTargetLevel; - INT8 bTargetCubeLevel; - INT32 sLastTarget; + INT32 sTargetGridNo; + INT8 bTargetLevel; + INT8 bTargetCubeLevel; + INT32 sLastTarget; // HEADROCK HAM 4: the muzzle offset of the shooter's previous bullet. (NCTH) - FLOAT dPrevMuzzleOffsetX[2]; - FLOAT dPrevMuzzleOffsetY[2]; + FLOAT dPrevMuzzleOffsetX[2]; + FLOAT dPrevMuzzleOffsetY[2]; // HEADROCK HAM 4: Two more values. These record the shooter's previous Counter Force applied on the gun. - FLOAT dPrevCounterForceX[2]; - FLOAT dPrevCounterForceY[2]; + FLOAT dPrevCounterForceX[2]; + FLOAT dPrevCounterForceY[2]; // CHRISL: Track initial offsets for autofire - FLOAT dInitialMuzzleOffsetX; - FLOAT dInitialMuzzleOffsetY; + FLOAT dInitialMuzzleOffsetX; + FLOAT dInitialMuzzleOffsetY; - INT8 bTilesMoved; - FLOAT dNextBleed; + INT8 bTilesMoved; + FLOAT dNextBleed; - UINT8 ubTilesMovedPerRTBreathUpdate; - UINT16 usLastMovementAnimPerRTBreathUpdate; + UINT8 ubTilesMovedPerRTBreathUpdate; + UINT16 usLastMovementAnimPerRTBreathUpdate; - INT16 sLocatorFrame; + INT16 sLocatorFrame; - INT32 iFaceIndex; + INT32 iFaceIndex; // FULL 3-d TILE STUFF ( keep records of three tiles infront ) - UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ]; - INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; + UINT16 usFrontArcFullTileList[ MAX_FULLTILE_DIRECTIONS ]; + INT32 usFrontArcFullTileGridNos[ MAX_FULLTILE_DIRECTIONS ]; // PALETTE MANAGEMENT STUFF - PaletteRepID HeadPal; // 30 - PaletteRepID PantsPal; // 30 - PaletteRepID VestPal; // 30 - PaletteRepID SkinPal; // 30 - PaletteRepID MiscPal; // 30 - - - - - SGPPaletteEntry *p8BPPPalette; // 4 - UINT16 *p16BPPPalette; - UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables - UINT16 *pGlowShades[ 20 ]; // - UINT16 *pCurrentShade; - UINT8 ubFadeLevel; - UINT8 ubServiceCount; - UINT16 ubServicePartner; - THROW_PARAMS *pThrowParams; - INT8 bReverse; - LEVELNODE *pLevelNode; - LEVELNODE *pExternShadowLevelNode; - LEVELNODE *pRoofUILevelNode; - + PaletteRepID HeadPal; // 30 + PaletteRepID PantsPal; // 30 + PaletteRepID VestPal; // 30 + PaletteRepID SkinPal; // 30 + PaletteRepID MiscPal; // 30 + SGPPaletteEntry *p8BPPPalette; // 4 + UINT16 *p16BPPPalette; + UINT16 *pShades[ NUM_SOLDIER_SHADES ]; // Shading tables + UINT16 *pGlowShades[ 20 ]; // + UINT16 *pCurrentShade; + UINT8 ubFadeLevel; + UINT8 ubServiceCount; + UINT16 ubServicePartner; + THROW_PARAMS *pThrowParams; + INT8 bReverse; + LEVELNODE *pLevelNode; + LEVELNODE *pExternShadowLevelNode; + LEVELNODE *pRoofUILevelNode; // UNBLIT BACKGROUND - UINT16 *pBackGround; - UINT16 *pZBackground; - UINT16 usUnblitX, usUnblitY; - UINT16 usUnblitWidth, usUnblitHeight; + UINT16 *pBackGround; + UINT16 *pZBackground; + UINT16 usUnblitX, usUnblitY; + UINT16 usUnblitWidth, usUnblitHeight; - UINT8 ubStrategicInsertionCode; - INT32 usStrategicInsertionData; + UINT8 ubStrategicInsertionCode; + INT32 usStrategicInsertionData; - INT32 iLight; - INT32 iMuzFlash; - INT8 bMuzFlashCount; + INT32 iLight; + INT32 iMuzFlash; + INT8 bMuzFlashCount; - INT16 sX; - INT16 sY; + INT16 sX; + INT16 sY; - UINT16 usOldAniState; - INT16 sOldAniCode; + UINT16 usOldAniState; + INT16 sOldAniCode; - INT8 bBulletsLeft; - UINT8 ubSuppressionPoints; + INT8 bBulletsLeft; + UINT8 ubSuppressionPoints; // STUFF FOR RANDOM ANIMATIONS - UINT32 uiTimeOfLastRandomAction; - INT16 usLastRandomAnim; + UINT32 uiTimeOfLastRandomAction; + INT16 usLastRandomAnim; + UINT16 usAnimSurface; + UINT16 sZLevel; - UINT16 usAnimSurface; - UINT16 sZLevel; - - INT16 sWalkToAttackMovementMode;//shadooow: stores movement mode used in last pathing - INT32 sWalkToAttackGridNo; - INT16 sWalkToAttackWalkToCost; + INT16 sWalkToAttackMovementMode;//shadooow: stores movement mode used in last pathing + INT32 sWalkToAttackGridNo; + INT16 sWalkToAttackWalkToCost; - INT16 sLocatorOffX; - INT16 sLocatorOffY; - UINT16 *pForcedShade; + INT16 sLocatorOffX; + INT16 sLocatorOffY; + UINT16 *pForcedShade; - INT8 bDisplayDamageCount; - UINT8 sWalkToAttackEndDirection;//shadooow: stores direction of merc at the destination grid - INT16 sDamage; - INT16 sDamageX; - INT16 sDamageY; - INT8 bDamageDir; - INT8 bDoBurst; - INT16 usUIMovementMode; - INT8 bUIInterfaceLevel; + INT8 bDisplayDamageCount; + UINT8 sWalkToAttackEndDirection;//shadooow: stores direction of merc at the destination grid + INT16 sDamage; + INT16 sDamageX; + INT16 sDamageY; + INT8 bDamageDir; + INT8 bDoBurst; + INT16 usUIMovementMode; + INT8 bUIInterfaceLevel; - UINT8 ubProfile; - UINT8 ubQuoteRecord; - UINT8 ubQuoteActionID; - UINT8 ubBattleSoundID; + UINT8 ubProfile; + UINT8 ubQuoteRecord; + UINT8 ubQuoteActionID; + UINT8 ubBattleSoundID; - UINT8 ubClosePanelFrame; - UINT8 ubDeadPanelFrame; - INT8 bOpenPanelFrame; + UINT8 ubClosePanelFrame; + UINT8 ubDeadPanelFrame; + INT8 bOpenPanelFrame; - INT16 sPanelFaceX; - INT16 sPanelFaceY; + INT16 sPanelFaceX; + INT16 sPanelFaceY; // QUOTE STUFF - INT8 bNumHitsThisTurn; - UINT16 usQuoteSaidFlags; - INT8 bLastSkillCheck; - INT8 ubSkillCheckAttempts; + INT8 bNumHitsThisTurn; + UINT16 usQuoteSaidFlags; + INT8 bLastSkillCheck; + INT8 ubSkillCheckAttempts; - INT8 bVocalVolume; // verbal sounds need to differ in volume + INT8 bVocalVolume; // verbal sounds need to differ in volume - INT8 bStartFallDir; + INT8 bStartFallDir; - UINT8 ubPendingDirection; - UINT32 uiAnimSubFlags; + UINT8 ubPendingDirection; + UINT32 uiAnimSubFlags; - UINT8 bAimShotLocation; - UINT8 ubHitLocation; - UINT8 bAimMeleeLocation; + UINT8 bAimShotLocation; + UINT8 ubHitLocation; + UINT8 bAimMeleeLocation; - UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects + UINT16 *pEffectShades[ NUM_SOLDIER_EFFECTSHADES ]; // Shading tables for effects - UINT8 ubPlannedUIAPCost; - INT16 sPlannedTargetX; - INT16 sPlannedTargetY; + UINT8 ubPlannedUIAPCost; + INT16 sPlannedTargetX; + INT16 sPlannedTargetY; - INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; - INT32 sStartGridNo; - INT32 sEndGridNo; - INT32 sForcastGridno; - INT16 sZLevelOverride; - INT8 bMovedPriorToInterrupt; - 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 - INT32 iStartContractTime; - INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc - INT32 iNextActionSpecialData; // AI special action data record for the next action - UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is - INT8 bAssignment; // soldiers current assignment - INT8 bOldAssignment; // old assignment, for autosleep purposes - INT8 bTrainStat; // current stat soldier is training - INT16 sSectorX; // X position on the Stategic Map - INT16 sSectorY; // Y position on the Stategic Map - INT8 bSectorZ; // Z sector location - INT32 iVehicleId; // the id of the vehicle the char is in - PathStPtr pMercPath; //Path Structure - UINT16 usMedicalDeposit; // is there a medical deposit on merc - UINT16 usLifeInsurance; // is there life insurance taken out on merc + INT32 sSpreadLocations[ MAX_BURST_SPREAD_TARGETS ]; + INT32 sStartGridNo; + INT32 sEndGridNo; + INT32 sForcastGridno; + INT16 sZLevelOverride; + INT8 bMovedPriorToInterrupt; + 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 + INT32 iStartContractTime; + INT32 iTotalContractLength; // total time of AIM mercs contract or the time since last paid for a M.E.R.C. merc + INT32 iNextActionSpecialData; // AI special action data record for the next action + UINT8 ubWhatKindOfMercAmI; //Set to the type of character it is + INT8 bAssignment; // soldiers current assignment + INT8 bOldAssignment; // old assignment, for autosleep purposes + INT8 bTrainStat; // current stat soldier is training + INT16 sSectorX; // X position on the Stategic Map + INT16 sSectorY; // Y position on the Stategic Map + INT8 bSectorZ; // Z sector location + INT32 iVehicleId; // the id of the vehicle the char is in + PathStPtr pMercPath; //Path Structure + UINT16 usMedicalDeposit; // is there a medical deposit on merc + UINT16 usLifeInsurance; // is there life insurance taken out on merc //DEF: Used for the communications - 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 CTH; // sevenfm: remember suppression points, shock from last attack