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- Fix: assignment not displayed consistently in personnel page
- Fix: bizarre function git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8863 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1787,20 +1787,18 @@ INT32 CalcStartDayOfInsurance( SOLDIERTYPE *pSoldier )
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BOOLEAN AreAnyAimMercsOnTeam( )
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BOOLEAN AreAnyAimMercsOnTeam( )
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{
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{
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INT16 sNextMercID = 0;
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BOOLEAN fIsThereAnyAimMercs = FALSE;
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SOLDIERTYPE *pSoldier = NULL;
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SOLDIERTYPE *pSoldier = NULL;
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for( sNextMercID = 0; sNextMercID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; sNextMercID++ )
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for( int cnt = 0; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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{
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pSoldier = &Menptr[ GetSoldierIDFromMercID( (UINT8) sNextMercID ) ];
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pSoldier = MercPtrs[cnt];
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//check to see if any of the mercs are AIM mercs
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//check to see if any of the mercs are AIM mercs
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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if( pSoldier->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
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{
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{
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fIsThereAnyAimMercs = TRUE;
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return TRUE;
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}
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}
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}
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}
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return( fIsThereAnyAimMercs );
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return FALSE;
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}
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}
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@@ -1285,14 +1285,12 @@ void DisplayCharName( INT32 iId, INT32 iSlot )
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}
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}
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//Display the mercs name
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//Display the mercs name
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if ( Menptr[iId].bAssignment < ON_DUTY && gGameExternalOptions.fUseXMLSquadNames )
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mprintf( sX + iSlot*IMAGE_BOX_WIDTH, CHAR_NAME_Y, sString );
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{
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swprintf( sString, L"%s", SquadNames[ Menptr[iId].bAssignment ].squadname);
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}
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else
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mprintf(sX+iSlot*IMAGE_BOX_WIDTH, CHAR_NAME_Y, sString );
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swprintf( sString, L"%s", pPersonnelAssignmentStrings[Menptr[iId].bAssignment]);
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if ( Menptr[iId].bAssignment < ON_DUTY && gGameExternalOptions.fUseXMLSquadNames )
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swprintf( sString, L"%s", SquadNames[ Menptr[iId].bAssignment ].squadname);
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else
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swprintf( sString, L"%s", pPersonnelAssignmentStrings[Menptr[iId].bAssignment]);
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// nick name - assignment
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// nick name - assignment
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FindFontCenterCoordinates(IMAGE_BOX_X-5,0,IMAGE_BOX_WIDTH + 90 , 0,sString,CHAR_NAME_FONT, &sX, &sY );
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FindFontCenterCoordinates(IMAGE_BOX_X-5,0,IMAGE_BOX_WIDTH + 90 , 0,sString,CHAR_NAME_FONT, &sX, &sY );
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