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synced 2026-07-22 13:40:22 +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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@@ -1164,7 +1164,7 @@ INT16 FindNearestRottingCorpse( SOLDIERTYPE *pSoldier )
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void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT8 bBodyType = CROW;
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INT8 ubBodyType = CROW;
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UINT8 iNewIndex;
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INT32 sGridNo;
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UINT8 ubDirection;
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@@ -1183,7 +1183,7 @@ void AddCrowToCorpse( ROTTING_CORPSE *pCorpse )
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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MercCreateStruct.bSectorZ = gbWorldSectorZ;
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MercCreateStruct.bBodyType = bBodyType;
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MercCreateStruct.ubBodyType = ubBodyType;
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MercCreateStruct.ubDirection = SOUTH;
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MercCreateStruct.bTeam = CIV_TEAM;
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MercCreateStruct.sInsertionGridNo = pCorpse->def.sGridNo;
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@@ -2717,7 +2717,7 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
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MercCreateStruct.sSectorX = gWorldSectorX;
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MercCreateStruct.sSectorY = gWorldSectorY;
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MercCreateStruct.bSectorZ = gbWorldSectorZ;
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MercCreateStruct.bBodyType = pCorpse->def.ubBodyType;
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MercCreateStruct.ubBodyType = pCorpse->def.ubBodyType;
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MercCreateStruct.ubDirection = pCorpse->def.ubDirection;
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MercCreateStruct.fOnRoof = pCorpse->def.bLevel > 0 ? TRUE : FALSE;
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@@ -2759,7 +2759,7 @@ UINT8 GetNearestRottingCorpseAIWarning( INT32 sGridNo )
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}
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// FIX: something's wrong with the FATCIV-bodytype when dying... this is to ensure they die absolutely fast
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//if ( MercCreateStruct.bBodyType == FATCIV )
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//if ( MercCreateStruct.ubBodyType == FATCIV )
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//MercCreateStruct.bLifeMax = OKLIFE;
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MercCreateStruct.bExpLevel = 1;
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