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Convert to SoldierID
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+13
-13
@@ -104,7 +104,7 @@ typedef struct
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typedef struct
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{
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UINT32 uiFlags; // Basic flags
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INT32 iID;
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INT32 iID;
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BOOLEAN fAllocated; //Allocated or not
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BOOLEAN fTalking; //Set to true if face is talking ( can be sitting for user input to esc )
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BOOLEAN fAnimatingTalking; // Set if the face is animating right now
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@@ -119,12 +119,12 @@ typedef struct
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BOOLEAN fFinishTalking; // A flag to indicate we want to delay after speech done
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INT32 iVideoOverlay; // Value for video overlay ( not used too much )
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INT32 iVideoOverlay; // Value for video overlay ( not used too much )
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UINT32 uiSoundID; // Sound ID if one being played
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UINT16 ubSoldierID; // SoldierID if one specified
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UINT8 ubCharacterNum; // Profile ID num
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SoldierID ubSoldierID; // SoldierID if one specified
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UINT8 ubCharacterNum; // Profile ID num
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UINT16 usFaceX; // X location to render face
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UINT16 usFaceY; // Y location to render face
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@@ -137,7 +137,7 @@ typedef struct
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BOOLEAN fDisplayTextOver; // Boolean indicating to display text on face
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BOOLEAN fOldDisplayTextOver; // OLD Boolean indicating to display text on face
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BOOLEAN fCanHandleInactiveNow;
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wchar_t zDisplayText[ 30 ]; // String of text that can be displayed
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wchar_t zDisplayText[ 30 ]; // String of text that can be displayed
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UINT16 usEyesX;
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UINT16 usEyesY;
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@@ -162,10 +162,10 @@ typedef struct
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UINT32 uiExpressionFrequency;
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UINT32 uiStopOverlayTimer;
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UINT8 ubExpression;
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UINT8 ubExpression;
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INT8 bOldSoldierLife;
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INT16 bOldActionPoints;
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INT16 bOldActionPoints;
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BOOLEAN fOldHandleUIHatch;
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BOOLEAN fOldShowHighlight;
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INT8 bOldAssignment;
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@@ -200,14 +200,14 @@ extern FACETYPE gFacesData[ NUM_FACE_SLOTS ];
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// FACE HANDLING
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//
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// Faces are done like this: Call
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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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// The first parameter is the profile ID and the second is the soldier ID ( which for most cases
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// will be NOBODY if the face is not created from a SOLDIERTYPE )
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// This function allocates a slot in the table for the face, loads it's STI file, sets some
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// values for X,Y locations of eyes from the profile. Does not mkae the face visible or anything like that
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// INternal init face, called if you don;t want to give a profile ID ( send NO_PROFILE ) for ID
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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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// Removes the face from the internal table, deletes any memory allocated if any.
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@@ -279,10 +279,10 @@ void HandleTalkingAutoFaces( );
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// Same Functions but taking soldier ID first to get profile ID
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INT32 InitSoldierFace( SOLDIERTYPE *pSoldier );
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void DeleteSoldierFace( SOLDIERTYPE *pSoldier );
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, UINT16 ubSoldierID, UINT16 usFaceX, UINT16 usFaceY );
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void SetAutoFaceInActiveFromSoldier( UINT16 ubSoldierID );
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BOOLEAN RenderAutoFaceFromSoldier( UINT16 ubSoldierID );
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, UINT16 ubSoldierID, INT16 sX, INT16 sY );
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void SetAutoFaceActiveFromSoldier( UINT32 uiDisplayBuffer, UINT32 uiRestoreBuffer, SoldierID ubSoldierID, UINT16 usFaceX, UINT16 usFaceY );
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void SetAutoFaceInActiveFromSoldier( SoldierID ubSoldierID );
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BOOLEAN RenderAutoFaceFromSoldier( SoldierID ubSoldierID );
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BOOLEAN ExternRenderFaceFromSoldier( UINT32 uiBuffer, SoldierID ubSoldierID, INT16 sX, INT16 sY );
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