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https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +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
This commit is contained in:
@@ -5068,27 +5068,27 @@ void RandomizeMercProfile()
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void CreateNextCivType()
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{
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INT16 sWorldX, sWorldY;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT32 usMapPos;
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static INT8 bBodyType = FATCIV;
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static INT8 ubBodyType = FATCIV;
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// Get Grid Corrdinates of mouse
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if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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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.ubDirection = SOUTH;
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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.ubBodyType = ubBodyType;
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MercCreateStruct.ubDirection = SOUTH;
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bBodyType++;
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++ubBodyType;
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if ( bBodyType > KIDCIV )
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if ( ubBodyType > KIDCIV )
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{
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bBodyType = FATCIV;
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ubBodyType = FATCIV;
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}
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MercCreateStruct.bTeam = CIV_TEAM;
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@@ -5101,7 +5101,6 @@ void CreateNextCivType()
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// So we can see them!
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AllTeamsLookForAll(NO_INTERRUPTS);
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}
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}
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}
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@@ -5126,21 +5125,21 @@ void ToggleCliffDebug()
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void CreateCow()
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{
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INT16 sWorldX, sWorldY;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT32 usMapPos;
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// Get Grid Corrdinates of mouse
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if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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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 = COW;
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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.ubBodyType = COW;
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//MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.bTeam = CIV_TEAM;
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MercCreateStruct.bTeam = CIV_TEAM;
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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@@ -5150,28 +5149,27 @@ void CreateCow()
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// So we can see them!
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AllTeamsLookForAll(NO_INTERRUPTS);
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}
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}
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}
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void CreateBloodCat()
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{
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INT16 sWorldX, sWorldY;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT32 usMapPos;
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// Get Grid Corrdinates of mouse
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if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = NO_PROFILE;
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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 = BLOODCAT;
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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.ubBodyType = BLOODCAT;
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//MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.bTeam = CREATURE_TEAM;
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MercCreateStruct.bTeam = CREATURE_TEAM;
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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@@ -5181,29 +5179,28 @@ void CreateBloodCat()
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// So we can see them!
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AllTeamsLookForAll(NO_INTERRUPTS);
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}
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}
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}
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void CreatePlayerControlledCow()
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{
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INT16 sWorldX, sWorldY;
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT32 usMapPos;
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// Get Grid Corrdinates of mouse
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if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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INT8 iNewIndex;
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MercCreateStruct.ubProfile = 12;
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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 = COW;
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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.ubBodyType = COW;
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MercCreateStruct.sInsertionGridNo = usMapPos;
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.fPlayerMerc = TRUE;
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.fPlayerMerc = TRUE;
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RandomizeNewSoldierStats( &MercCreateStruct );
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@@ -5267,9 +5264,8 @@ void GrenadeTest3()
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*/
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void CreatePlayerControlledMonster()
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{
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INT16 sWorldX, sWorldY;
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INT32 usMapPos;
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if ( GetMouseWorldCoordsInCenter( &sWorldX, &sWorldY ) && GetMouseMapPos( &usMapPos ) )
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if ( GetMouseMapPos( &usMapPos ) )
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{
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SOLDIERCREATE_STRUCT MercCreateStruct;
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INT8 iNewIndex;
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@@ -5281,10 +5277,10 @@ void CreatePlayerControlledMonster()
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//Note: only gets called if Alt and/or Ctrl isn't pressed!
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if ( _KeyDown( INSERT ) )
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MercCreateStruct.bBodyType = QUEENMONSTER;
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//MercCreateStruct.bBodyType = LARVAE_MONSTER;
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MercCreateStruct.ubBodyType = QUEENMONSTER;
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//MercCreateStruct.ubBodyType = LARVAE_MONSTER;
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else
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MercCreateStruct.bBodyType = ADULTFEMALEMONSTER;
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MercCreateStruct.ubBodyType = ADULTFEMALEMONSTER;
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MercCreateStruct.bTeam = SOLDIER_CREATE_AUTO_TEAM;
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MercCreateStruct.sInsertionGridNo = usMapPos;
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RandomizeNewSoldierStats( &MercCreateStruct );
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@@ -5372,8 +5368,7 @@ void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent )
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STRUCTURE *pStructure = NULL;
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ITEM_POOL *pItemPool;
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BOOLEAN fIgnoreItems = FALSE;
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if( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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// If we are out of breath, no cursor...
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@@ -5877,8 +5872,6 @@ void TestMeanWhile( INT32 iID )
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pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
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}
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}
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}
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ScheduleMeanwhileEvent( &MeanwhileDef, 10 );
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