mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert to SoldierID
This commit is contained in:
@@ -5434,7 +5434,7 @@ UINT32 MapScreenHandle(void)
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// make him continue talking
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ContinueDialogue( MercPtrs[ gpCurrentTalkingFace->ubSoldierID ], FALSE );
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ContinueDialogue( gpCurrentTalkingFace->ubSoldierID, FALSE );
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// reset diabled flag
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//gpCurrentTalkingFace->fDisabled = FALSE;
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@@ -1992,7 +1992,7 @@ BOOLEAN SpecialCharacterDialogueEventWithExtraParam( UINT32 uiSpecialEventFlag,
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}
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extern INT8 gbSelectedArmsDealerID;
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extern UINT16 gusIDOfCivTrader;
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extern SoldierID gusIDOfCivTrader;
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BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32 iFaceIndex, UINT8 bUIHandlerID, BOOLEAN fFromSoldier )
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{
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@@ -2107,7 +2107,7 @@ BOOLEAN ExecuteCharacterDialogue( UINT8 ubCharacterNum, UINT16 usQuoteNum, INT32
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&& iFaceIndex == -1
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&& gusIDOfCivTrader != NOBODY )
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{
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SOLDIERTYPE* pShopkeeper = MercPtrs[gusIDOfCivTrader];
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SOLDIERTYPE* pShopkeeper = gusIDOfCivTrader;
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if ( pShopkeeper )
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{
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+90
-91
@@ -129,7 +129,7 @@ INT32 InitSoldierFace( SOLDIERTYPE *pSoldier )
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}
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INT32 InitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags )
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INT32 InitFace( UINT8 usMercProfileID, SoldierID ubSoldierID, UINT32 uiInitFlags )
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{
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UINT32 uiBlinkFrequency;
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UINT32 uiExpressionFrequency;
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@@ -182,7 +182,7 @@ void SetPalettes(HVOBJECT *hVObject, UINT32 uiIndex)
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(*hVObject)->pShades[FLASH_PORTRAIT_GRAYSHADE] = Create16BPPPaletteShaded(Pal, 255, 255, 255, FALSE);
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}
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INT32 InternalInitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency )
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INT32 InternalInitFace( UINT8 usMercProfileID, SoldierID ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency )
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{
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FACETYPE *pFace;
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VOBJECT_DESC VObjectDesc;
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@@ -554,15 +554,14 @@ void DeleteFace( INT32 iFaceIndex )
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}
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID, UINT16 usFaceX, UINT16 usFaceY )
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, SoldierID ubSoldierID, UINT16 usFaceX, UINT16 usFaceY )
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{
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if( ubSoldierID == NOBODY )
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if( ubSoldierID >= NOBODY )
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{
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return;
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}
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SetAutoFaceActive( uiDisplayBuffer, uiRestoreBuffer, MercPtrs[ ubSoldierID ]->iFaceIndex, usFaceX, usFaceY );
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SetAutoFaceActive( uiDisplayBuffer, uiRestoreBuffer, ubSoldierID->iFaceIndex, usFaceX, usFaceY );
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}
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void GetFaceRelativeCoordinates( FACETYPE *pFace, UINT16 *pusEyesX, UINT16 *pusEyesY, UINT16 *pusMouthX, UINT16 *pusMouthY )
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@@ -753,17 +752,17 @@ void InternalSetAutoFaceActive( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer,
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// Are we a soldier?
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if ( pFace->ubSoldierID != NOBODY )
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{
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pFace->bOldSoldierLife = MercPtrs[ pFace->ubSoldierID ]->stats.bLife;
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pFace->bOldSoldierLife = pFace->ubSoldierID->stats.bLife;
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}
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}
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void SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID )
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void SetAutoFaceInActiveFromSoldier( SoldierID ubSoldierID )
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{
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// Check for valid soldier
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CHECKV( ubSoldierID != NOBODY );
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SetAutoFaceInActive( MercPtrs[ ubSoldierID ]->iFaceIndex );
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SetAutoFaceInActive( ubSoldierID->iFaceIndex );
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}
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@@ -795,7 +794,7 @@ void SetAutoFaceInActive(INT32 iFaceIndex )
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//
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if ( pFace->ubSoldierID != NOBODY )
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{
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pSoldier = MercPtrs[ pFace->ubSoldierID ];
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pSoldier = pFace->ubSoldierID;
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// IF we are in tactical
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if ( pSoldier->bAssignment == iCurrentTacticalSquad && guiCurrentScreen == GAME_SCREEN )
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@@ -948,11 +947,11 @@ void BlinkAutoFace( INT32 iFaceIndex )
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// CHECK IF BUDDY IS DEAD, UNCONSCIOUS, ASLEEP, OR POW!
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if ( pFace->ubSoldierID != NOBODY )
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{
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uiFaceShade = GetFaceShade(MercPtrs[pFace->ubSoldierID], pFace, FALSE);
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uiFaceShade = GetFaceShade(pFace->ubSoldierID, pFace, FALSE);
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if ( ( MercPtrs[ pFace->ubSoldierID ]->stats.bLife < OKLIFE ) ||
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( MercPtrs[ pFace->ubSoldierID ]->flags.fMercAsleep == TRUE ) ||
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( MercPtrs[ pFace->ubSoldierID ]->bAssignment == ASSIGNMENT_POW ) )
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if ( ( pFace->ubSoldierID->stats.bLife < OKLIFE ) ||
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( pFace->ubSoldierID->flags.fMercAsleep == TRUE ) ||
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( pFace->ubSoldierID->bAssignment == ASSIGNMENT_POW ) )
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{
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return;
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}
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@@ -1088,13 +1087,13 @@ void HandleFaceHilights( FACETYPE *pFace, UINT32 uiBuffer, INT16 sFaceX, INT16 s
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{
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if ( pFace->ubSoldierID != NOBODY )
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{
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if ( MercPtrs[ pFace->ubSoldierID ]->stats.bLife >= OKLIFE )
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if ( pFace->ubSoldierID->stats.bLife >= OKLIFE )
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{
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// Lock buffer
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, sFaceX-2, sFaceY-1, sFaceX + pFace->usFaceWidth + 4, sFaceY + pFace->usFaceHeight + 4 );
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if ( MercPtrs[ pFace->ubSoldierID ]->bStealthMode )
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if ( pFace->ubSoldierID->bStealthMode )
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{
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usLineColor = Get16BPPColor( FROMRGB( 158, 158, 12 ) );
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}
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@@ -1237,7 +1236,7 @@ void MouthAutoFace( INT32 iFaceIndex )
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// Set shade
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if (pFace->ubSoldierID != NOBODY)
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{
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uiFaceShade = GetFaceShade(MercPtrs[pFace->ubSoldierID], pFace, FALSE);
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uiFaceShade = GetFaceShade(pFace->ubSoldierID, pFace, FALSE);
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}
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HandleRenderFaceAdjustments( pFace, TRUE, FALSE, 0, pFace->usFaceX, pFace->usFaceY, pFace->usEyesX, pFace->usEyesY, uiFaceShade);
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@@ -1363,12 +1362,12 @@ UINT32 GetFaceShade(SOLDIERTYPE *pSoldier, FACETYPE *pFace, BOOLEAN fExternBlit)
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return FLASH_PORTRAIT_NOSHADE;
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}
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BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID )
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BOOLEAN RenderAutoFaceFromSoldier( SoldierID ubSoldierID )
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{
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// Check for valid soldier
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CHECKF( ubSoldierID != NOBODY );
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return( RenderAutoFace( MercPtrs[ ubSoldierID ]->iFaceIndex ) );
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return( RenderAutoFace( ubSoldierID->iFaceIndex ) );
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}
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//---------------------------------------LEGION-------------------------------
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@@ -1629,16 +1628,16 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// BLIT HATCH
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if ( pFace->ubSoldierID != NOBODY )
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{
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pSoldier = MercPtrs[ pFace->ubSoldierID ];
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pSoldier = pFace->ubSoldierID;
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UINT8 faceProfileId = gMercProfiles[pSoldier->ubProfile].ubFaceIndex;
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BOOLEAN isIMP = gMercProfiles[pSoldier->ubProfile].Type == PROFILETYPE_IMP;
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if (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] && MercPtrs[pFace->ubSoldierID]->stats.bLife > 0 && !(pFace->uiFlags & FACE_BIGFACE))
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if (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_GEAR] && pSoldier->stats.bLife > 0 && !(pFace->uiFlags & FACE_BIGFACE))
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{
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if (MercPtrs[pFace->ubSoldierID]->inv[HELMETPOS].usItem > 0)
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if (pSoldier->inv[HELMETPOS].usItem > 0)
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{
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uiFaceItemOne = MercPtrs[pFace->ubSoldierID]->inv[HELMETPOS].usItem;
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uiFaceItemOne = pSoldier->inv[HELMETPOS].usItem;
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if (uiFaceItemOne != NONE && zNewFaceGear[uiFaceItemOne].Type == 1) //back
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{
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@@ -1648,17 +1647,17 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// this section chooses the pictures for gas mask and NV goggles if the ini setting "SHOW_TACTICAL_FACE_GEAR" is TRUE
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// and the merc actually wears something to be shown
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if (MercPtrs[pFace->ubSoldierID]->inv[HEAD1POS].usItem + MercPtrs[pFace->ubSoldierID]->inv[HEAD2POS].usItem > 0)
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if (pSoldier->inv[HEAD1POS].usItem + pSoldier->inv[HEAD2POS].usItem > 0)
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{
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// WANNE: Removed the limitation
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// silversurfer: don't overwrite icons if they shall be shown!
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//if ( !gGameSettings.fOptions[ SHOW_TACTICAL_FACE_ICONS ] )
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{
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uiFaceItemOne = MercPtrs[pFace->ubSoldierID]->inv[HEAD1POS].usItem;
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uiFaceItemTwo = MercPtrs[pFace->ubSoldierID]->inv[HEAD2POS].usItem;
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uiFaceItemOne = pSoldier->inv[HEAD1POS].usItem;
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uiFaceItemTwo = pSoldier->inv[HEAD2POS].usItem;
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uiFaceOne = MercPtrs[pFace->ubSoldierID]->inv[HEAD1POS].usItem;
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uiFaceTwo = MercPtrs[pFace->ubSoldierID]->inv[HEAD2POS].usItem;
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uiFaceOne = pSoldier->inv[HEAD1POS].usItem;
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uiFaceTwo = pSoldier->inv[HEAD2POS].usItem;
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// check first face slot
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if (uiFaceItemOne != NONE)
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@@ -1797,11 +1796,11 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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}
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if (MercPtrs[pFace->ubSoldierID]->inv[HELMETPOS].usItem > 0)
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if (pSoldier->inv[HELMETPOS].usItem > 0)
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// dirty hack for IMPs because they don't have pictures for face gear
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// && ( MercPtrs[ pFace->ubSoldierID ]->ubProfile < 51 || MercPtrs[ pFace->ubSoldierID ]->ubProfile > 56 )
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// && ( pSoldier->ubProfile < 51 || pSoldier->ubProfile > 56 )
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{
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uiFaceItemOne = MercPtrs[pFace->ubSoldierID]->inv[HELMETPOS].usItem;
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uiFaceItemOne = pSoldier->inv[HELMETPOS].usItem;
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if (uiFaceItemOne != NONE)
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{
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@@ -1815,7 +1814,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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//------------------------------------end of tactical face gear-----------------------------
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}
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if ( (MercPtrs[pFace->ubSoldierID]->stats.bLife < CONSCIOUSNESS || MercPtrs[pFace->ubSoldierID]->flags.fDeadPanel ) )
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if ( (pSoldier->stats.bLife < CONSCIOUSNESS || pSoldier->flags.fDeadPanel ) )
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{
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// Blit Closed eyes here!
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BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 1, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
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@@ -1824,14 +1823,14 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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BltVideoObjectFromIndex( uiRenderBuffer, guiHATCH, 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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if( MercPtrs[ pFace->ubSoldierID ]->flags.fMercAsleep == TRUE )
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if( pSoldier->flags.fMercAsleep == TRUE )
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{
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// blit eyes closed
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BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 1, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
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}
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// Flugente: frozen soldiers are, well, frozen
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if ( MercPtrs[pFace->ubSoldierID]->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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if ( pSoldier->usSkillCooldown[SOLDIER_COOLDOWN_CRYO] )
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{
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// Blit Closed eyes here!
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BltVideoObjectFromIndex( uiRenderBuffer, pFace->uiVideoObject, 2, usEyesX, usEyesY, VO_BLT_SRCTRANSPARENCY, NULL );
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@@ -1905,7 +1904,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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if ( MercPtrs[ pFace->ubSoldierID ]->bInSector && ( ( ( gTacticalStatus.ubCurrentTeam != OUR_TEAM ) || !OK_INTERRUPT_MERC( MercPtrs[ pFace->ubSoldierID ] ) ) && !gfHiddenInterrupt ) || ( ( gfSMDisableForItems && !gfInItemPickupMenu ) && gusSMCurrentMerc == pFace->ubSoldierID && gsCurInterfacePanel == SM_PANEL ) )
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if ( pSoldier->bInSector && ( ( ( gTacticalStatus.ubCurrentTeam != OUR_TEAM ) || !OK_INTERRUPT_MERC( pSoldier ) ) && !gfHiddenInterrupt ) || ( ( gfSMDisableForItems && !gfInItemPickupMenu ) && gusSMCurrentMerc == pSoldier && gsCurInterfacePanel == SM_PANEL ) )
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{
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// Blit hatch!
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BltVideoObjectFromIndex( uiRenderBuffer, guiHATCH, 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
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@@ -1913,12 +1912,12 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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// sevenfm: only show for alive soldiers, no face icons for big faces
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if (MercPtrs[pFace->ubSoldierID]->stats.bLife > 0 && !(pFace->uiFlags & FACE_BIGFACE))
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if (pSoldier->stats.bLife > 0 && !(pFace->uiFlags & FACE_BIGFACE))
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{
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// Check if a robot and is not controlled....
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if (MercPtrs[pFace->ubSoldierID]->flags.uiStatusFlags & SOLDIER_ROBOT)
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if (pSoldier->flags.uiStatusFlags & SOLDIER_ROBOT)
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{
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if (!MercPtrs[pFace->ubSoldierID]->CanRobotBeControlled())
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if (!pSoldier->CanRobotBeControlled())
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{
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// Not controlled robot
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sIconIndex = 5;
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@@ -1926,7 +1925,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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}
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if (MercPtrs[pFace->ubSoldierID]->ControllingRobot())
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if (pSoldier->ControllingRobot())
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{
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// controlling robot
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sIconIndex = 4;
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@@ -1939,10 +1938,10 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// this section chooses the icons for face gear if the ini setting "SHOW_TACTICAL_FACE_ICONS" is TRUE
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// and the merc actually wears something to be shown
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if (gGameSettings.fOptions[TOPTION_SHOW_TACTICAL_FACE_ICONS] &&
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(MercPtrs[pFace->ubSoldierID]->inv[HEAD1POS].usItem + MercPtrs[pFace->ubSoldierID]->inv[HEAD2POS].usItem) > 0)
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(pSoldier->inv[HEAD1POS].usItem + pSoldier->inv[HEAD2POS].usItem) > 0)
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{
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uiFaceItemOne = MercPtrs[pFace->ubSoldierID]->inv[HEAD1POS].usItem;
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uiFaceItemTwo = MercPtrs[pFace->ubSoldierID]->inv[HEAD2POS].usItem;
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uiFaceItemOne = pSoldier->inv[HEAD1POS].usItem;
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uiFaceItemTwo = pSoldier->inv[HEAD2POS].usItem;
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//MM: fixing the hardcoded craziness here...
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// check first face slot
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@@ -2050,20 +2049,20 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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// If blind...
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if (MercPtrs[pFace->ubSoldierID]->bBlindedCounter > 0)
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if (pSoldier->bBlindedCounter > 0)
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 6);
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bNumRightIcons++;
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}
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// Flugente: add drug symbol if drugged (without alcohol)
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if (MercDrugged(MercPtrs[pFace->ubSoldierID]))
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if (MercDrugged(pSoldier))
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 7);
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bNumRightIcons++;
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}
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if (GetDrunkLevel(MercPtrs[pFace->ubSoldierID]) != SOBER)
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if (GetDrunkLevel(pSoldier) != SOBER)
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 8);
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bNumRightIcons++;
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@@ -2072,13 +2071,13 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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// Flugente: food system - symbols used if hungry or thirsty
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if (UsingFoodSystem())
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{
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if (MercPtrs[pFace->ubSoldierID]->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold)
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if (pSoldier->bDrinkLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold)
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 9);
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bNumRightIcons++;
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}
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if (MercPtrs[pFace->ubSoldierID]->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold)
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if (pSoldier->bFoodLevel < FoodMoraleMods[FOOD_MERC_START_SHOW_HUNGER_SYMBOL].bThreshold)
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 10);
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bNumRightIcons++;
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@@ -2094,7 +2093,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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UINT16 ubID2 = 0;
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UINT16 ubGunSlot2 = 0;
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UINT16 ubFaceSlot2 = 0;
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if (MercPtrs[pFace->ubSoldierID]->IsFeedingExternal(&ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2))
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if (pSoldier->IsFeedingExternal(&ubID1, &ubGunSlot1, &ubFaceSlot1, &ubID2, &ubGunSlot2, &ubFaceSlot2))
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{
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DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 11);
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bNumRightIcons++;
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@@ -2102,33 +2101,33 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
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}
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|
||||
// Flugente: add an icon if we are currently in disguise
|
||||
if (MercPtrs[pFace->ubSoldierID]->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER))
|
||||
if (pSoldier->usSoldierFlagMask & (SOLDIER_COVERT_CIV | SOLDIER_COVERT_SOLDIER))
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 12);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
|
||||
// Flugente: add an icon if we are performing a multi-turn action
|
||||
if (MercPtrs[pFace->ubSoldierID]->GetMultiTurnAction() == MTA_HACK)
|
||||
if (pSoldier->GetMultiTurnAction() == MTA_HACK)
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 30);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
else if (MercPtrs[pFace->ubSoldierID]->GetMultiTurnAction() > MTA_NONE)
|
||||
else if (pSoldier->GetMultiTurnAction() > MTA_NONE)
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 14);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
|
||||
// Flugente: icons for radio operator actions (not the assignment)
|
||||
if (MercPtrs[pFace->ubSoldierID]->bAssignment != RADIO_SCAN)
|
||||
if (pSoldier->bAssignment != RADIO_SCAN)
|
||||
{
|
||||
if (MercPtrs[pFace->ubSoldierID]->usSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING | SOLDIER_RADIO_OPERATOR_LISTENING))
|
||||
if (pSoldier->usSoldierFlagMask & (SOLDIER_RADIO_OPERATOR_SCANNING | SOLDIER_RADIO_OPERATOR_LISTENING))
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 19);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
else if (MercPtrs[pFace->ubSoldierID]->usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING)
|
||||
else if (pSoldier->usSoldierFlagMask & SOLDIER_RADIO_OPERATOR_JAMMING)
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 20);
|
||||
bNumRightIcons++;
|
||||
@@ -2136,9 +2135,9 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
}
|
||||
|
||||
// Flugente: spotter
|
||||
if (MercPtrs[pFace->ubSoldierID]->usSkillCounter[SOLDIER_COUNTER_SPOTTER] > 0)
|
||||
if (pSoldier->usSkillCounter[SOLDIER_COUNTER_SPOTTER] > 0)
|
||||
{
|
||||
if (MercPtrs[pFace->ubSoldierID]->IsSpotting())
|
||||
if (pSoldier->IsSpotting())
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 24);
|
||||
bNumRightIcons++;
|
||||
@@ -2151,21 +2150,21 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
}
|
||||
|
||||
// Flugente: focus trait
|
||||
if (MercPtrs[pFace->ubSoldierID]->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS)
|
||||
if (pSoldier->usSoldierFlagMask2 & SOLDIER_TRAIT_FOCUS)
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 17);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
|
||||
// Flugente: disease
|
||||
if (MercPtrs[pFace->ubSoldierID]->HasDisease(TRUE, FALSE, TRUE))
|
||||
if (pSoldier->HasDisease(TRUE, FALSE, TRUE))
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 28);
|
||||
bNumRightIcons++;
|
||||
}
|
||||
|
||||
// Flugente: drag stuff
|
||||
if (MercPtrs[pFace->ubSoldierID]->IsDragging())
|
||||
if (pSoldier->IsDragging())
|
||||
{
|
||||
DoRightIcon(uiRenderBuffer, pFace, sFaceX, sFaceY, bNumRightIcons, 31);
|
||||
++bNumRightIcons;
|
||||
@@ -2178,7 +2177,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
case DOCTOR_MILITIA:
|
||||
sIconIndex_Assignment = 1;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
sPtsAvailable = CalculateHealingPointsForDoctor(MercPtrs[pFace->ubSoldierID], &usMaximumPts, FALSE);
|
||||
sPtsAvailable = CalculateHealingPointsForDoctor(pSoldier, &usMaximumPts, FALSE);
|
||||
|
||||
fShowCustomText = TRUE;
|
||||
|
||||
@@ -2201,8 +2200,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
sIconIndex_Assignment = 2;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
// show current health / maximum health
|
||||
sPtsAvailable = MercPtrs[pFace->ubSoldierID]->stats.bLife;
|
||||
usMaximumPts = MercPtrs[pFace->ubSoldierID]->stats.bLifeMax;
|
||||
sPtsAvailable = pSoldier->stats.bLife;
|
||||
usMaximumPts = pSoldier->stats.bLifeMax;
|
||||
fShowNumber = TRUE;
|
||||
fShowMaximum = TRUE;
|
||||
break;
|
||||
@@ -2218,27 +2217,27 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
fShowNumber = TRUE;
|
||||
fShowMaximum = TRUE;
|
||||
|
||||
switch (MercPtrs[pFace->ubSoldierID]->bAssignment)
|
||||
switch (pSoldier->bAssignment)
|
||||
{
|
||||
case(TRAIN_SELF) :
|
||||
sPtsAvailable = GetSoldierTrainingPts(MercPtrs[pFace->ubSoldierID], MercPtrs[pFace->ubSoldierID]->bTrainStat, &usMaximumPts);
|
||||
sPtsAvailable = GetSoldierTrainingPts(pSoldier, pSoldier->bTrainStat, &usMaximumPts);
|
||||
break;
|
||||
case(TRAIN_BY_OTHER) :
|
||||
sPtsAvailable = GetSoldierStudentPts(MercPtrs[pFace->ubSoldierID], MercPtrs[pFace->ubSoldierID]->bTrainStat, &usMaximumPts);
|
||||
sPtsAvailable = GetSoldierStudentPts(pSoldier, pSoldier->bTrainStat, &usMaximumPts);
|
||||
break;
|
||||
case(TRAIN_TOWN) :
|
||||
case DRILL_MILITIA:
|
||||
sPtsAvailable = GetTownTrainPtsForCharacter(MercPtrs[pFace->ubSoldierID], &usMaximumPts);
|
||||
sPtsAvailable = GetTownTrainPtsForCharacter(pSoldier, &usMaximumPts);
|
||||
// divide both amounts by 10 to make the displayed numbers a little more user-palatable (smaller)
|
||||
sPtsAvailable = (sPtsAvailable + 5) / 10;
|
||||
usMaximumPts = (usMaximumPts + 5) / 10;
|
||||
break;
|
||||
case(TRAIN_TEAMMATE) :
|
||||
sPtsAvailable = GetBonusTrainingPtsDueToInstructor(MercPtrs[pFace->ubSoldierID], NULL, MercPtrs[pFace->ubSoldierID]->bTrainStat, &usMaximumPts);
|
||||
sPtsAvailable = GetBonusTrainingPtsDueToInstructor(pSoldier, NULL, pSoldier->bTrainStat, &usMaximumPts);
|
||||
break;
|
||||
case TRAIN_WORKERS:
|
||||
fShowMaximum = FALSE;
|
||||
sPtsAvailable = GetTrainWorkerPts(MercPtrs[pFace->ubSoldierID]);
|
||||
sPtsAvailable = GetTrainWorkerPts(pSoldier);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
@@ -2249,24 +2248,24 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
fDoIcon_Assignment = TRUE;
|
||||
// Show repair points if merc has a toolkit in his hand. Otherwise show cleaning points.
|
||||
if (ItemIsToolkit(pSoldier->inv[HANDPOS].usItem))
|
||||
sPtsAvailable = CalculateRepairPointsForRepairman(MercPtrs[pFace->ubSoldierID], &usMaximumPts, FALSE);
|
||||
sPtsAvailable = CalculateRepairPointsForRepairman(pSoldier, &usMaximumPts, FALSE);
|
||||
else
|
||||
sPtsAvailable = CalculateCleaningPointsForRepairman(MercPtrs[pFace->ubSoldierID], &usMaximumPts);
|
||||
sPtsAvailable = CalculateCleaningPointsForRepairman(pSoldier, &usMaximumPts);
|
||||
fShowNumber = TRUE;
|
||||
fShowMaximum = TRUE;
|
||||
|
||||
// check if we are repairing a vehicle
|
||||
if (Menptr[pFace->ubSoldierID].bVehicleUnderRepairID != -1)
|
||||
if (pSoldier->bVehicleUnderRepairID != -1)
|
||||
{
|
||||
// reduce to a multiple of VEHICLE_REPAIR_POINTS_DIVISOR. This way skill too low will show up as 0 repair pts.
|
||||
sPtsAvailable -= (sPtsAvailable % VEHICLE_REPAIR_POINTS_DIVISOR);
|
||||
usMaximumPts -= (usMaximumPts % VEHICLE_REPAIR_POINTS_DIVISOR);
|
||||
}
|
||||
else if (Menptr[pFace->ubSoldierID].flags.fFixingSAMSite)
|
||||
else if (pSoldier->flags.fFixingSAMSite)
|
||||
{
|
||||
sPtsAvailable = (sPtsAvailable / SAM_SITE_REPAIR_DIVISOR);
|
||||
|
||||
INT16 sector = CALCULATE_STRATEGIC_INDEX(Menptr[pFace->ubSoldierID].sSectorX, Menptr[pFace->ubSoldierID].sSectorY);
|
||||
INT16 sector = CALCULATE_STRATEGIC_INDEX(pSoldier->sSectorX, pSoldier->sSectorY);
|
||||
|
||||
usMaximumPts = 100 - StrategicMap[sector].bSAMCondition;
|
||||
}
|
||||
@@ -2336,7 +2335,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
case DISEASE_DOCTOR_SECTOR:
|
||||
sIconIndex_Assignment = 1;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
sPtsAvailable = CalculateHealingPointsForDoctor(MercPtrs[pFace->ubSoldierID], &usMaximumPts, FALSE);
|
||||
sPtsAvailable = CalculateHealingPointsForDoctor(pSoldier, &usMaximumPts, FALSE);
|
||||
fShowNumber = TRUE;
|
||||
fShowMaximum = TRUE;
|
||||
|
||||
@@ -2348,15 +2347,15 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
case FORTIFICATION:
|
||||
sIconIndex_Assignment = 14;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
sPtsAvailable = (INT16)(MercPtrs[pFace->ubSoldierID]->GetConstructionPoints());
|
||||
sPtsAvailable = (INT16)(pSoldier->GetConstructionPoints());
|
||||
fShowNumber = TRUE;
|
||||
fShowMaximum = TRUE;
|
||||
|
||||
{
|
||||
if (MercPtrs[pFace->ubSoldierID]->bSectorZ)
|
||||
if (pSoldier->bSectorZ)
|
||||
{
|
||||
UNDERGROUND_SECTORINFO *pSectorInfo;
|
||||
pSectorInfo = FindUnderGroundSector(MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY, MercPtrs[pFace->ubSoldierID]->bSectorZ);
|
||||
pSectorInfo = FindUnderGroundSector(pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ);
|
||||
|
||||
if (pSectorInfo)
|
||||
usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
|
||||
@@ -2364,7 +2363,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
else
|
||||
{
|
||||
SECTORINFO *pSectorInfo;
|
||||
pSectorInfo = &SectorInfo[SECTOR(MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY)];
|
||||
pSectorInfo = &SectorInfo[SECTOR(pSoldier->sSectorX, pSoldier->sSectorY)];
|
||||
|
||||
if (pSectorInfo)
|
||||
usMaximumPts = (INT16)(pSectorInfo->dFortification_MaxPossible);
|
||||
@@ -2384,8 +2383,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
}
|
||||
else
|
||||
{
|
||||
bPtsAvailable = MercPtrs[pFace->ubSoldierID]->GetIntelGain();
|
||||
usMaximumPts = (UINT16)(MercPtrs[pFace->ubSoldierID]->GetUncoverRisk());
|
||||
bPtsAvailable = pSoldier->GetIntelGain();
|
||||
usMaximumPts = (UINT16)(pSoldier->GetUncoverRisk());
|
||||
|
||||
swprintf(sString, L"%4.2f/%d%%%%", bPtsAvailable, usMaximumPts);
|
||||
|
||||
@@ -2397,7 +2396,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
sIconIndex_Assignment = 35;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
fShowCustomText = TRUE;
|
||||
bPtsAvailable = MercPtrs[pFace->ubSoldierID]->GetBurialPoints(&usMaximumPts);
|
||||
bPtsAvailable = pSoldier->GetBurialPoints(&usMaximumPts);
|
||||
|
||||
swprintf(sString, L"%3.1f/%d", bPtsAvailable, usMaximumPts);
|
||||
break;
|
||||
@@ -2406,8 +2405,8 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
sIconIndex_Assignment = 36;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
fShowCustomText = TRUE;
|
||||
sPtsAvailable = (INT16)MercPtrs[pFace->ubSoldierID]->GetAdministrationPoints();
|
||||
bPtsAvailable = GetAdministrationPercentage(MercPtrs[pFace->ubSoldierID]->sSectorX, MercPtrs[pFace->ubSoldierID]->sSectorY);
|
||||
sPtsAvailable = (INT16)pSoldier->GetAdministrationPoints();
|
||||
bPtsAvailable = GetAdministrationPercentage(pSoldier->sSectorX, pSoldier->sSectorY);
|
||||
|
||||
swprintf(sString, L"%d/%3.1f", sPtsAvailable, bPtsAvailable);
|
||||
break;
|
||||
@@ -2416,7 +2415,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
sIconIndex_Assignment = 34;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
fShowCustomText = TRUE;
|
||||
sPtsAvailable = (INT16)MercPtrs[pFace->ubSoldierID]->GetExplorationPoints();
|
||||
sPtsAvailable = (INT16)pSoldier->GetExplorationPoints();
|
||||
|
||||
// we only show our points, not how far we are with the task, lest the player deduct how many items there are to find in the first place
|
||||
swprintf( sString, L"%d", sPtsAvailable );
|
||||
@@ -2424,14 +2423,14 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
|
||||
}
|
||||
|
||||
// Check for being serviced...
|
||||
if (MercPtrs[pFace->ubSoldierID]->ubServicePartner != NOBODY)
|
||||
if (pSoldier->ubServicePartner != NOBODY)
|
||||
{
|
||||
// Doctor...
|
||||
sIconIndex_Assignment = 1;
|
||||
fDoIcon_Assignment = TRUE;
|
||||
}
|
||||
|
||||
if (MercPtrs[pFace->ubSoldierID]->ubServiceCount != 0)
|
||||
if (pSoldier->ubServiceCount != 0)
|
||||
{
|
||||
// Patient
|
||||
sIconIndex_Assignment = 2;
|
||||
@@ -2622,7 +2621,7 @@ BOOLEAN RenderAutoFace( INT32 iFaceIndex )
|
||||
// Set shade
|
||||
if ( pFace->ubSoldierID != NOBODY )
|
||||
{
|
||||
uiFaceShade = GetFaceShade(MercPtrs[pFace->ubSoldierID], pFace, FALSE);
|
||||
uiFaceShade = GetFaceShade(pFace->ubSoldierID, pFace, FALSE);
|
||||
SetFaceShade(pFace, uiFaceShade);
|
||||
}
|
||||
|
||||
@@ -2655,12 +2654,12 @@ BOOLEAN RenderAutoFace( INT32 iFaceIndex )
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY )
|
||||
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, SoldierID ubSoldierID, INT16 sX, INT16 sY )
|
||||
{
|
||||
// Check for valid soldier
|
||||
CHECKF( ubSoldierID != NOBODY );
|
||||
|
||||
return( ExternRenderFace( uiBuffer, MercPtrs[ ubSoldierID ]->iFaceIndex, sX, sY ) );
|
||||
return( ExternRenderFace( uiBuffer, ubSoldierID->iFaceIndex, sX, sY ) );
|
||||
}
|
||||
|
||||
|
||||
@@ -2686,7 +2685,7 @@ BOOLEAN ExternRenderFace( UINT32 uiBuffer, INT32 iFaceIndex, INT16 sX, INT16 sY
|
||||
UINT32 uiFaceShade = FLASH_PORTRAIT_NOSHADE;
|
||||
if ( pFace->ubSoldierID != NOBODY )
|
||||
{
|
||||
uiFaceShade = GetFaceShade(MercPtrs[pFace->ubSoldierID], pFace, TRUE);
|
||||
uiFaceShade = GetFaceShade(pFace->ubSoldierID, pFace, TRUE);
|
||||
SetFaceShade(pFace, uiFaceShade);
|
||||
}
|
||||
|
||||
@@ -2848,7 +2847,7 @@ void HandleAutoFaces( )
|
||||
if ( pFace->ubSoldierID != NOBODY )
|
||||
{
|
||||
// Get Life now
|
||||
pSoldier = MercPtrs[ pFace->ubSoldierID ];
|
||||
pSoldier = pFace->ubSoldierID;
|
||||
bLife = pSoldier->stats.bLife;
|
||||
bInSector = pSoldier->bInSector;
|
||||
bAPs = pSoldier->bActionPoints;
|
||||
|
||||
@@ -295,7 +295,7 @@ INT32 giSKIMessageBox=-1;
|
||||
INT8 gbSelectedArmsDealerID = -1; //Contains the enum value for the currently selected arms dealer
|
||||
|
||||
// Flugente: while we're trading, store the ID of non-NPC dealers
|
||||
UINT16 gusIDOfCivTrader = NOBODY;
|
||||
SoldierID gusIDOfCivTrader = NOBODY;
|
||||
|
||||
//the quote that is in progress, in certain circumstances, we don't want queuing of related but different quotes
|
||||
INT32 giShopKeepDialogueEventinProgress = - 1;
|
||||
@@ -770,7 +770,7 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
SOLDIERTYPE* pShopkeeper = NULL;
|
||||
|
||||
if ( gusIDOfCivTrader != NOBODY )
|
||||
pShopkeeper = MercPtrs[gusIDOfCivTrader];
|
||||
pShopkeeper = gusIDOfCivTrader;
|
||||
else
|
||||
pShopkeeper = FindSoldierByProfileID( armsDealerInfo[gbSelectedArmsDealerID].ubShopKeeperID, FALSE );
|
||||
|
||||
@@ -1027,7 +1027,7 @@ BOOLEAN EnterShopKeeperInterface()
|
||||
{
|
||||
//add the item back to the current PC into the slot it came from
|
||||
//ADB screw slot, slot is (used to be, before it was deleted) only ever, so autoplace it
|
||||
AutoPlaceObject(&Menptr[ gpSMCurrentMerc->ubID ], &gItemToAdd.ItemObject, FALSE);
|
||||
AutoPlaceObject(gpSMCurrentMerc->ubID, &gItemToAdd.ItemObject, FALSE);
|
||||
}
|
||||
|
||||
//Clear the contents of the structure
|
||||
@@ -1472,7 +1472,7 @@ BOOLEAN RenderShopKeeperInterface()
|
||||
// Flugente: if this is a non-NPC dealer, we instead show their body in their current animation
|
||||
else if ( gusIDOfCivTrader != NOBODY )
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = MercPtrs[gusIDOfCivTrader];
|
||||
SOLDIERTYPE* pSoldier = gusIDOfCivTrader;
|
||||
|
||||
if ( pSoldier )
|
||||
{
|
||||
@@ -2457,7 +2457,7 @@ void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer )
|
||||
}
|
||||
|
||||
// Flugente: set up shopkeeper with a non-NPC
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT16 aMercID )
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, SoldierID aMercID )
|
||||
{
|
||||
gusIDOfCivTrader = aMercID;
|
||||
|
||||
|
||||
@@ -97,7 +97,7 @@ bool RepairmanItemQsortCompare(INVENTORY_IN_SLOT& pInvSlot1, INVENTORY_IN_SLOT&
|
||||
void EnterShopKeeperInterfaceScreen( UINT8 ubArmsDealer );
|
||||
|
||||
// Flugente: set up shopkeeper with a non-NPC
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT16 aMercID );
|
||||
void EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, SoldierID aMercID );
|
||||
|
||||
void EnableDisableShopkeeperButtons(UINT32 uiCurrentItemDescriptionScreen, int bpAction);
|
||||
|
||||
|
||||
+13
-13
@@ -104,7 +104,7 @@ typedef struct
|
||||
typedef struct
|
||||
{
|
||||
UINT32 uiFlags; // Basic flags
|
||||
INT32 iID;
|
||||
INT32 iID;
|
||||
BOOLEAN fAllocated; //Allocated or not
|
||||
BOOLEAN fTalking; //Set to true if face is talking ( can be sitting for user input to esc )
|
||||
BOOLEAN fAnimatingTalking; // Set if the face is animating right now
|
||||
@@ -119,12 +119,12 @@ typedef struct
|
||||
|
||||
BOOLEAN fFinishTalking; // A flag to indicate we want to delay after speech done
|
||||
|
||||
INT32 iVideoOverlay; // Value for video overlay ( not used too much )
|
||||
INT32 iVideoOverlay; // Value for video overlay ( not used too much )
|
||||
|
||||
UINT32 uiSoundID; // Sound ID if one being played
|
||||
|
||||
UINT16 ubSoldierID; // SoldierID if one specified
|
||||
UINT8 ubCharacterNum; // Profile ID num
|
||||
SoldierID ubSoldierID; // SoldierID if one specified
|
||||
UINT8 ubCharacterNum; // Profile ID num
|
||||
|
||||
UINT16 usFaceX; // X location to render face
|
||||
UINT16 usFaceY; // Y location to render face
|
||||
@@ -137,7 +137,7 @@ typedef struct
|
||||
BOOLEAN fDisplayTextOver; // Boolean indicating to display text on face
|
||||
BOOLEAN fOldDisplayTextOver; // OLD Boolean indicating to display text on face
|
||||
BOOLEAN fCanHandleInactiveNow;
|
||||
wchar_t zDisplayText[ 30 ]; // String of text that can be displayed
|
||||
wchar_t zDisplayText[ 30 ]; // String of text that can be displayed
|
||||
|
||||
UINT16 usEyesX;
|
||||
UINT16 usEyesY;
|
||||
@@ -162,10 +162,10 @@ typedef struct
|
||||
UINT32 uiExpressionFrequency;
|
||||
UINT32 uiStopOverlayTimer;
|
||||
|
||||
UINT8 ubExpression;
|
||||
UINT8 ubExpression;
|
||||
|
||||
INT8 bOldSoldierLife;
|
||||
INT16 bOldActionPoints;
|
||||
INT16 bOldActionPoints;
|
||||
BOOLEAN fOldHandleUIHatch;
|
||||
BOOLEAN fOldShowHighlight;
|
||||
INT8 bOldAssignment;
|
||||
@@ -200,14 +200,14 @@ extern FACETYPE gFacesData[ NUM_FACE_SLOTS ];
|
||||
// FACE HANDLING
|
||||
//
|
||||
// Faces are done like this: Call
|
||||
INT32 InitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags );
|
||||
INT32 InitFace( UINT8 usMercProfileID, SoldierID ubSoldierID, UINT32 uiInitFlags );
|
||||
// The first parameter is the profile ID and the second is the soldier ID ( which for most cases
|
||||
// will be NOBODY if the face is not created from a SOLDIERTYPE )
|
||||
// This function allocates a slot in the table for the face, loads it's STI file, sets some
|
||||
// values for X,Y locations of eyes from the profile. Does not mkae the face visible or anything like that
|
||||
|
||||
// INternal init face, called if you don;t want to give a profile ID ( send NO_PROFILE ) for ID
|
||||
INT32 InternalInitFace( UINT8 usMercProfileID, UINT16 ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency );
|
||||
INT32 InternalInitFace( UINT8 usMercProfileID, SoldierID ubSoldierID, UINT32 uiInitFlags, INT32 iFaceFileID, UINT32 uiBlinkFrequency, UINT32 uiExpressionFrequency );
|
||||
|
||||
|
||||
// Removes the face from the internal table, deletes any memory allocated if any.
|
||||
@@ -279,10 +279,10 @@ void HandleTalkingAutoFaces( );
|
||||
// Same Functions but taking soldier ID first to get profile ID
|
||||
INT32 InitSoldierFace( SOLDIERTYPE *pSoldier );
|
||||
void DeleteSoldierFace( SOLDIERTYPE *pSoldier );
|
||||
void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID, UINT16 usFaceX, UINT16 usFaceY );
|
||||
void SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID );
|
||||
BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID );
|
||||
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY );
|
||||
void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, SoldierID ubSoldierID, UINT16 usFaceX, UINT16 usFaceY );
|
||||
void SetAutoFaceInActiveFromSoldier( SoldierID ubSoldierID );
|
||||
BOOLEAN RenderAutoFaceFromSoldier( SoldierID ubSoldierID );
|
||||
BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, SoldierID ubSoldierID, INT16 sX, INT16 sY );
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user