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synced 2026-07-29 13:52:17 +02:00
changed several variable names for body types to 'ubBodyType', as this is more consistent and allows wider use of macros
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7961 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+15
-15
@@ -534,27 +534,27 @@ void AddMercToWorld( INT32 iMapIndex )
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memset( &gTempBasicPlacement, 0, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
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gTempBasicPlacement.bBodyType = -1;
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gTempBasicPlacement.ubBodyType = -1;
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//calculate specific information based on the team.
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switch( iDrawMode )
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{
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case DRAW_MODE_ENEMY:
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gTempBasicPlacement.bTeam = ENEMY_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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gTempBasicPlacement.ubSoldierClass = gubSoldierClass;
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break;
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case DRAW_MODE_CREATURE:
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gTempBasicPlacement.bTeam = CREATURE_TEAM;
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gTempBasicPlacement.bBodyType = gbCurrCreature;
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gTempBasicPlacement.ubBodyType = gbCurrCreature;
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break;
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case DRAW_MODE_REBEL:
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gTempBasicPlacement.bTeam = MILITIA_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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break;
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case DRAW_MODE_CIVILIAN:
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gTempBasicPlacement.bTeam = CIV_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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gTempBasicPlacement.ubCivilianGroup = gubCivGroup;
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if( giCurrentTilesetID == 1 ) //caves
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{
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@@ -2119,10 +2119,10 @@ void ChangeBodyType( INT8 bOffset ) //+1 or -1 only
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for( x = 0; x < iMax; x++ )
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{
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iIndex = pbArray[ x ];
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if( iIndex == gpSelected->pBasicPlacement->bBodyType )
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if( iIndex == gpSelected->pBasicPlacement->ubBodyType )
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break;
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}
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Assert( iIndex == gpSelected->pBasicPlacement->bBodyType );
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Assert( iIndex == gpSelected->pBasicPlacement->ubBodyType );
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//now we have a match, so go to the next element (depending on offset value)
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x += bOffset;
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if( x >= iMax )
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@@ -2168,10 +2168,10 @@ void ChangeBodyType( INT8 bOffset ) //+1 or -1 only
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gpSelected->pSoldier->ConvertAniCodeToAniFrame( 0 );
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}
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//Update the placement's info as well.
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gpSelected->pBasicPlacement->bBodyType = (INT8)iIndex;
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gpSelected->pBasicPlacement->ubBodyType = (INT8)iIndex;
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if( gpSelected->pDetailedPlacement )
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{
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gpSelected->pDetailedPlacement->bBodyType = (INT8)iIndex;
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gpSelected->pDetailedPlacement->ubBodyType = (INT8)iIndex;
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}
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if( gpSelected->pSoldier->bTeam == CREATURE_TEAM )
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{
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@@ -2473,7 +2473,7 @@ void SetMercEditingMode( UINT8 ubNewMode )
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void DisplayBodyTypeInfo()
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{
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CHAR16 str[20];
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switch( gpSelected->pBasicPlacement->bBodyType )
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switch( gpSelected->pBasicPlacement->ubBodyType )
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{
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case RANDOM: swprintf( str, pDisplayBodyTypeInfoText[0] ); break;
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case REGMALE: swprintf( str, pDisplayBodyTypeInfoText[1] ); break;
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@@ -3756,27 +3756,27 @@ void PasteMercPlacement( INT32 iMapIndex )
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memcpy( &gTempBasicPlacement, &gSaveBufferBasicPlacement, sizeof( BASIC_SOLDIERCREATE_STRUCT ) );
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gTempBasicPlacement.bBodyType = -1;
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gTempBasicPlacement.ubBodyType = -1;
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//calculate specific information based on the team.
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switch( iDrawMode )
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{
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case DRAW_MODE_ENEMY:
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gTempBasicPlacement.bTeam = ENEMY_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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gTempBasicPlacement.ubSoldierClass = gubSoldierClass;
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break;
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case DRAW_MODE_CREATURE:
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gTempBasicPlacement.bTeam = CREATURE_TEAM;
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gTempBasicPlacement.bBodyType = gbCurrCreature;
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gTempBasicPlacement.ubBodyType = gbCurrCreature;
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break;
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case DRAW_MODE_REBEL:
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gTempBasicPlacement.bTeam = MILITIA_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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break;
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case DRAW_MODE_CIVILIAN:
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gTempBasicPlacement.bTeam = CIV_TEAM;
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gTempBasicPlacement.bBodyType = RANDOM;
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gTempBasicPlacement.ubBodyType = RANDOM;
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gTempBasicPlacement.ubCivilianGroup = gubCivGroup;
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if( giCurrentTilesetID == 1 ) //caves
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{
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