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************************************************************
* Merged Source Code from Development Trunk: Revision 4063 * ************************************************************ - Source Code is merged from: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP - This will be the Source for the Beta 2011 Test git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4064 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -15,6 +15,9 @@
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#include "Buildings.h"
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#include "worldman.h"
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#include "Assignments.h"
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// added by SANDRO
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#include "Soldier Profile.h"
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#include "GameSettings.h"
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#endif
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//forward declarations of common classes to eliminate includes
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@@ -465,3 +468,47 @@ INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
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// do nothing
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return( AI_ACTION_NONE );
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}
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// SANDRO - added a function
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BOOLEAN DoctorIsPresent( SOLDIERTYPE * pPatient, BOOLEAN fOnDoctorAssignmentCheck )
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{
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SOLDIERTYPE * pMedic = NULL;
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UINT8 cnt;
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INT8 bSlot;
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BOOLEAN fDoctorHasBeenFound = FALSE;
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cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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for ( pMedic = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; cnt++,pMedic++)
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{
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if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
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{
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// is nowhere around!
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continue; // NEXT!!!
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}
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if ( pPatient->ubID == pMedic->ubID )
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{
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// cannot make surgery on self!
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continue; // NEXT!!!
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}
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if ( fOnDoctorAssignmentCheck && pMedic->bAssignment != DOCTOR )
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{
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// not on the right assignment!
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continue; // NEXT!!!
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}
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bSlot = FindMedKit( pMedic );
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if (bSlot == NO_SLOT)
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{
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// no medical kit!
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continue; // NEXT!!!
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}
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if (pMedic->stats.bLife > OKLIFE && !(pMedic->bCollapsed) && pMedic->stats.bMedical > 0 && (NUM_SKILL_TRAITS( pMedic, DOCTOR_NT ) >= gSkillTraitValues.ubDONumberTraitsNeededForSurgery))
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{
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fDoctorHasBeenFound = TRUE;
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}
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}
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return( fDoctorHasBeenFound );
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}
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