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https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Fix UINT8 references to pSoldier->ubID to UINT16
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@@ -1355,7 +1355,7 @@ BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier )
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}
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void StartInsuranceInvestigation( UINT8 ubPayoutID )
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void StartInsuranceInvestigation( UINT16 ubPayoutID )
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{
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UINT8 ubDays;
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@@ -1408,7 +1408,7 @@ void StartInsuranceInvestigation( UINT8 ubPayoutID )
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}
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void EndInsuranceInvestigation( UINT8 ubPayoutID )
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void EndInsuranceInvestigation( UINT16 ubPayoutID )
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{
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// send an email telling player the investigation is over
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if ( gMercProfiles[ LaptopSaveInfo.pLifeInsurancePayouts[ ubPayoutID ].ubMercID ].ubSuspiciousDeath == VERY_SUSPICIOUS_DEATH )
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@@ -19,8 +19,8 @@ void DailyUpdateOfInsuredMercs();
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BOOLEAN AddLifeInsurancePayout( SOLDIERTYPE *pSoldier );
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void InsuranceContractPayLifeInsuranceForDeadMerc( UINT16 ubPayoutID );
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void StartInsuranceInvestigation( UINT8 ubPayoutID );
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void EndInsuranceInvestigation( UINT8 ubPayoutID );
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void StartInsuranceInvestigation( UINT16 ubPayoutID );
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void EndInsuranceInvestigation( UINT16 ubPayoutID );
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INT32 CalculateInsuranceContractCost( INT32 iLength, UINT8 ubMercID );
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@@ -28,4 +28,4 @@ void InsuranceContractEndGameShutDown();
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void PurchaseOrExtendInsuranceForSoldier( SOLDIERTYPE *pSoldier, UINT32 uiInsuranceLength );
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#endif
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#endif
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@@ -392,10 +392,10 @@ BOOLEAN ExecuteStrategicEvent( STRATEGICEVENT *pEvent )
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HandleEnricoEmail();
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break;
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case EVENT_INSURANCE_INVESTIGATION_STARTED:
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StartInsuranceInvestigation( (UINT8) pEvent->uiParam );
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StartInsuranceInvestigation( (UINT16) pEvent->uiParam );
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break;
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case EVENT_INSURANCE_INVESTIGATION_OVER:
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EndInsuranceInvestigation( (UINT8) pEvent->uiParam );
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EndInsuranceInvestigation( (UINT16) pEvent->uiParam );
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break;
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case EVENT_TEMPERATURE_UPDATE:
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UpdateTemperature( (UINT8) pEvent->uiParam );
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@@ -2178,7 +2178,7 @@ BOOLEAN SetupMissionAgentBox(UINT16 x, UINT16 y, INT8 index)
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// temp/fixme
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std::vector<SOLDIERTYPE*> mercs;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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@@ -2823,7 +2823,7 @@ void PrepareMission(INT8 index)
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// confirmation popup
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std::vector<SOLDIERTYPE*> mercs;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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@@ -2988,7 +2988,7 @@ void PrepareMission(INT8 index)
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if (!evt.sentGenericRebelAgent)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt.mercProfileId)
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@@ -4907,7 +4907,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
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// make sure the merc's still on our team
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BOOLEAN foundMerc = FALSE;
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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const SOLDIERTYPE* pSoldier = MercPtrs[i];
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@@ -4978,7 +4978,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
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if (!evt1.sentGenericRebelAgent)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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@@ -5005,7 +5005,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
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{
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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@@ -5027,7 +5027,7 @@ void HandleStrategicEvent(const UINT32 eventParam)
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if (!evt1.sentGenericRebelAgent && foundMerc)
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{
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for (UINT8 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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for (UINT16 i = gTacticalStatus.Team[OUR_TEAM].bFirstID; i <= gTacticalStatus.Team[OUR_TEAM].bLastID; ++i)
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{
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SOLDIERTYPE* pSoldier = MercPtrs[i];
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if (pSoldier->ubProfile == evt1.mercProfileId)
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+1
-1
@@ -2075,7 +2075,7 @@ bool AStarPathfinder::IsSomeoneInTheWay()
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if (fPathAroundPeople && ( (CurrentNode != DestNode) || fCopyReachable) )
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{
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// ATE: ONLY cancel if they are moving.....
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UINT8 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
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UINT16 ubMerc = WhoIsThere2( CurrentNode, pSoldier->pathing.bLevel);
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if ( ubMerc < NOBODY && ubMerc != pSoldier->ubID )
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{
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// Check for movement....
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