mirror of
https://github.com/1dot13/source.git
synced 2026-08-26 14:30:26 +02:00
cleaned up code: some comiler-warnings fixed, obsolete code removed (oops..and some whitespace stuff) (by CleaningWoman)
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6102 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+39
-147
@@ -796,8 +796,6 @@ BOOLEAN CanCharacterDoctor( SOLDIERTYPE *pSoldier )
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BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
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{
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INT32 iCounter;
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AssertNotNIL(pSoldier);
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// items?
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@@ -815,7 +813,7 @@ BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
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// vehicles?
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if ( pSoldier->bSectorZ == 0 )
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{
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for ( iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
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for (INT32 iCounter = 0; iCounter < ubNumberOfVehicles; iCounter++ )
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{
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if ( pVehicleList[ iCounter ].fValid == TRUE )
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{
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@@ -875,7 +873,6 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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INT8 bPocket;
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UINT8 ubItemsInPocket, ubObjectInPocketCounter;
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INT8 bLoop;
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SOLDIERTYPE * pOtherSoldier;
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OBJECTTYPE * pObj;
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UINT8 ubPassType;
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@@ -928,7 +925,7 @@ BOOLEAN DoesCharacterHaveAnyItemsToRepair( SOLDIERTYPE *pSoldier, INT8 bHighestP
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// now look for items to repair on other mercs
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for( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop < gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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if ( CanCharacterRepairAnotherSoldiersStuff( pSoldier, pOtherSoldier ) )
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{
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@@ -1439,14 +1436,13 @@ BOOLEAN DoesSectorMercIsInHaveSufficientLoyaltyToTrainMilitia( SOLDIERTYPE *pSol
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INT8 CountMilitiaTrainersInSoldiersSector( SOLDIERTYPE * pSoldier, UINT8 ubMilitiaType )
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{
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INT8 bLoop;
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SOLDIERTYPE * pOtherSoldier;
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INT8 bCount = 0;
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AssertNotNIL(pSoldier);
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for ( bLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID; bLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; bLoop++ )
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{
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pOtherSoldier = MercPtrs[ bLoop ];
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SOLDIERTYPE* pOtherSoldier = MercPtrs[ bLoop ];
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if ( pSoldier != pOtherSoldier && pOtherSoldier->bActive && pOtherSoldier->stats.bLife >= OKLIFE && pOtherSoldier->sSectorX == pSoldier->sSectorX && pOtherSoldier->sSectorY == pSoldier->sSectorY && pSoldier->bSectorZ == pOtherSoldier->bSectorZ )
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{
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// Count depends on Militia Type requested
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@@ -2624,7 +2620,7 @@ UINT32 CalculateInterrogationValue(SOLDIERTYPE *pSoldier, UINT16 *pusMaxPts )
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// for max points we display the maximum amount of prisoners instead
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*pusMaxPts = 0;
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if ( !pSoldier || !pSoldier->bSectorZ )
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if ( !pSoldier || !pSoldier->bSectorZ ) // FIXME: Dereferencing null pointer
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) ] );
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@@ -4147,10 +4143,9 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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INT8 bPocket =0;
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BOOLEAN fNothingLeftToRepair = FALSE;
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INT8 bLoop, bLoopStart, bLoopEnd;
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BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = FALSE;
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OBJECTTYPE * pObj;
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fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
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BOOLEAN fAnyOfSoldiersOwnItemsWereFixed = UnjamGunsOnSoldier( pSoldier, pSoldier, &ubRepairPtsLeft );
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// repair items on self
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// HEADROCK HAM B2.8: Experimental feature: Fixes LBEs last, as they don't actually require repairs.
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@@ -4655,12 +4650,11 @@ void HandleTrainingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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// std::vector<TOWN_TRAINER_TYPE> TownTrainer (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS);
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UINT8 ubTownTrainers;
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UINT16 usMaxPts;
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BOOLEAN fSamSiteInSector = FALSE;
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BOOLEAN fTrainingCompleted = FALSE;
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// find out if a sam site here
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fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
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BOOLEAN fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
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// Training in underground sectors is disallowed by the interface code, so there should never be any
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if (bZ != 0)
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@@ -5425,11 +5419,10 @@ BOOLEAN TrainTownInSector( SOLDIERTYPE *pTrainer, INT16 sMapX, INT16 sMapY, INT1
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{
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SECTORINFO *pSectorInfo = &( SectorInfo[ SECTOR( sMapX, sMapY ) ] );
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UINT8 ubTownId = 0;
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BOOLEAN fSamSiteInSector = FALSE;
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// find out if a sam site here
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fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
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BOOLEAN fSamSiteInSector = IsThisSectorASAMSector( sMapX, sMapY, 0 );
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// get town index
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ubTownId = StrategicMap[ pTrainer->sSectorX + pTrainer->sSectorY * MAP_WORLD_X ].bNameId;
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@@ -5681,7 +5674,7 @@ void HandlePrisonerProcessingInSector( INT16 sMapX, INT16 sMapY, INT8 bZ )
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// give experience rewards to the interrogators
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// total experience to share
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FLOAT totalexp = 100 * prisonersinterrogated;
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FLOAT totalexp = (FLOAT) (100 * prisonersinterrogated);
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FLOAT expratio = totalexp / (interrogationpoints * 33); // TODO
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// award experience
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@@ -6682,11 +6675,11 @@ void HandleShadingOfLinesForVehicleMenu( void )
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void VehicleMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1, iVehicleID;
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INT32 iVehicleID;
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SOLDIERTYPE * pSoldier;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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@@ -6732,9 +6725,7 @@ void VehicleMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void VehicleMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -7103,12 +7094,11 @@ void CreateDestroyMouseRegionForRepairMenu( void )
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void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1;
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SOLDIERTYPE *pSoldier = NULL;
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INT32 iRepairWhat;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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// ignore clicks on disabled lines
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if( GetBoxShadeFlag( ghRepairBox, iValue ) == TRUE )
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@@ -7245,9 +7235,7 @@ void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void RepairMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -8611,10 +8599,9 @@ void CreateDestroyMouseRegionsForSquadMenu( BOOLEAN fPositionBox )
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void AssignmentMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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SOLDIERTYPE *pSoldier;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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pSoldier = GetSelectedAssignSoldier( FALSE );
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@@ -8661,9 +8648,7 @@ void AssignmentMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void RemoveMercMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -8687,9 +8672,7 @@ void RemoveMercMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void ContractMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for Contract region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -8716,9 +8699,7 @@ void ContractMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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void SquadMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -8752,13 +8733,8 @@ void SquadMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void RemoveMercMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for contract region
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INT32 iValue = -1;
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SOLDIERTYPE * pSoldier = NULL;
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pSoldier = GetSelectedAssignSoldier( FALSE );
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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@@ -9054,9 +9030,7 @@ void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void TrainingMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if( HandleAssignmentExpansionAndHighLightForTrainingMenu( ) == TRUE )
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{
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@@ -9086,9 +9060,7 @@ void TrainingMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void AttributeMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
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{
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@@ -9110,21 +9082,11 @@ void AttributeMenuMvtCallBack(MOUSE_REGION * pRegion, INT32 iReason )
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void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1;
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SOLDIERTYPE * pSoldier = NULL;
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CHAR16 sString[ 128 ];
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INT8 bCanJoinSquad;
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/* ARM: Squad menu is now disabled for anyone between sectors
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UINT8 ubNextX, ubNextY, ubPrevX, ubPrevY;
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UINT32 uiTraverseTime, uiArriveTime;
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INT32 iOldSquadValue = -1;
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BOOLEAN fCharacterWasBetweenSectors = FALSE;
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*/
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pSoldier = GetSelectedAssignSoldier( FALSE );
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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@@ -9276,14 +9238,10 @@ void SquadMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1;
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SOLDIERTYPE * pSoldier = NULL;
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BOOLEAN fCanTrainMilitia = TRUE;
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pSoldier = GetSelectedAssignSoldier( FALSE );
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
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{
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@@ -9486,18 +9444,10 @@ void TrainingMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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}
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void AttributesMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1;
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SOLDIERTYPE * pSoldier = NULL;
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pSoldier = GetSelectedAssignSoldier( FALSE );
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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{
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@@ -9558,15 +9508,10 @@ void AttributesMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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INT32 iValue = -1;
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CHAR16 sString[ 128 ];
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SOLDIERTYPE * pSoldier = NULL;
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pSoldier = GetSelectedAssignSoldier( FALSE );
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
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@@ -12701,7 +12646,7 @@ BOOLEAN AnyMercInGroupCantContinueMoving( GROUP *pGroup )
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while( pPlayer )
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{
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// if group has player list... and a valid first soldier
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if( pPlayer && pPlayer->pSoldier )
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if( pPlayer->pSoldier )
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{
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pSoldier = pPlayer->pSoldier;
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@@ -13858,48 +13803,7 @@ SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK )
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void ResumeOldAssignment( SOLDIERTYPE *pSoldier )
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{
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BOOLEAN fOldAssignmentInvalid = FALSE;
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// ARM: I don't think the whole "old assignment" idea is a very good one, and I doubt the code that maintains that
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// variable is very foolproof, plus what meaning does the old assignemnt have later, anyway?
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// so I'd rather just settle for putting him into any squad:
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fOldAssignmentInvalid = TRUE;
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/*
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if ( pSoldier->bOldAssignment == pSoldier->bAssigment )
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{
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// no good: we rely on this to make sure guys training militia STOP training militia!
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fOldAssignmentInvalid = TRUE;
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}
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else if( pSoldier->bOldAssignment == VEHICLE )
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{
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SetSoldierAssignment( pSoldier, ( INT8 )( pSoldier->bOldAssignment ), ( pSoldier->iVehicleId ), 0, 0 );
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// it might not work - check
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if ( pSoldier->bAssignment != VEHICLE )
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{
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fOldAssignmentInvalid = TRUE;
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}
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}
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else if( pSoldier->bOldAssignment < ON_DUTY )
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{
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if( AddCharacterToSquad( pSoldier, pSoldier->bOldAssignment ) == FALSE )
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{
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fOldAssignmentInvalid = TRUE;
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}
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}
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else
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{
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fOldAssignmentInvalid = TRUE;
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}
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*/
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if ( fOldAssignmentInvalid )
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{
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AddCharacterToAnySquad( pSoldier );
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}
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AddCharacterToAnySquad( pSoldier );
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// make sure the player has time to OK this before proceeding
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StopTimeCompression();
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@@ -15475,9 +15379,7 @@ void CreateDestroyMouseRegionForFacilityMenu( void )
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void FacilityMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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{
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// mvt callback handler for assignment region
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INT32 iValue = -1;
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iValue = MSYS_GetRegionUserData( pRegion, 0 );
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INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
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if( HandleAssignmentExpansionAndHighLightForFacilityMenu( ) == TRUE )
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||||
{
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@@ -15513,13 +15415,10 @@ void FacilityMenuMvtCallback(MOUSE_REGION * pRegion, INT32 iReason )
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void FacilityMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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// btn callback handler for assignment region
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||||
INT32 iValue = -1;
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SOLDIERTYPE * pSoldier = NULL;
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BOOLEAN fCanOperateFacility = TRUE;
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pSoldier = GetSelectedAssignSoldier( FALSE );
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|
||||
iValue = MSYS_GetRegionUserData( pRegion, 1 );
|
||||
INT32 iValue = MSYS_GetRegionUserData( pRegion, 1 );
|
||||
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
|
||||
|
||||
if( ( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) || ( iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) )
|
||||
{
|
||||
@@ -16596,9 +16495,7 @@ void CreateDestroyMouseRegionsForFacilityAssignmentMenu( void )
|
||||
void FacilityAssignmentMenuMvtCallBack ( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
{
|
||||
// mvt callback handler for assignment region
|
||||
INT32 iValue = -1;
|
||||
|
||||
iValue = MSYS_GetRegionUserData( pRegion, 0 );
|
||||
INT32 iValue = MSYS_GetRegionUserData( pRegion, 0 );
|
||||
|
||||
if (iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
|
||||
{
|
||||
@@ -16620,17 +16517,12 @@ void FacilityAssignmentMenuMvtCallBack ( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
void FacilityAssignmentMenuBtnCallback ( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
{
|
||||
// btn callback handler for assignment region
|
||||
INT16 ubFacilityType = -1;
|
||||
INT16 ubAssignmentType = -1;
|
||||
INT16 ubVehicleID = -1;
|
||||
SOLDIERTYPE * pSoldier = NULL;
|
||||
BOOLEAN fCanOperateFacility = TRUE;
|
||||
|
||||
pSoldier = GetSelectedAssignSoldier( FALSE );
|
||||
|
||||
ubFacilityType = gubFacilityInSubmenu;
|
||||
ubAssignmentType = (INT16)MSYS_GetRegionUserData( pRegion, 1 );
|
||||
ubVehicleID = (INT16)MSYS_GetRegionUserData( pRegion, 2 );
|
||||
SOLDIERTYPE* pSoldier = GetSelectedAssignSoldier( FALSE );
|
||||
INT16 ubFacilityType = gubFacilityInSubmenu;
|
||||
INT16 ubAssignmentType = (INT16)MSYS_GetRegionUserData( pRegion, 1 );
|
||||
INT16 ubVehicleID = (INT16)MSYS_GetRegionUserData( pRegion, 2 );
|
||||
|
||||
if (ubFacilityType <= 0 || ubFacilityType >= NUM_FACILITY_TYPES || ubAssignmentType <= 0)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user