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https://github.com/1dot13/source.git
synced 2026-09-02 14:36:06 +02:00
SAM site repair is now an assignment. For this, old code has been repurposed.
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22916&goto=347318&#msg_347318 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8314 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+82
-119
@@ -118,7 +118,7 @@ enum{
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REPAIR_MENU_VEHICLE1 = 0,
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REPAIR_MENU_VEHICLE2,
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REPAIR_MENU_VEHICLE3,
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// REPAIR_MENU_SAM_SITE,
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REPAIR_MENU_SAM_SITE,
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REPAIR_MENU_ROBOT,
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REPAIR_MENU_ITEMS,
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REPAIR_MENU_CANCEL,
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@@ -379,14 +379,6 @@ UINT8 gubFacilityLineForSubmenu; // Which line to highlight in the facility menu
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#define MAX_DISTANCE_FOR_TRAINING 5
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*/
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/*
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// controls how easily SAM sites are repaired
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// NOTE: A repairman must generate a least this many points / hour to be ABLE to repair a SAM site at all!
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#define SAM_SITE_REPAIR_DIVISOR 10
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// minimum condition a SAM site must be in to be fixable
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#define MIN_CONDITION_TO_FIX_SAM 20
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*/
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void MakeSoldierKnownAsMercInPrison(SOLDIERTYPE *pSoldier, INT16 sMapX, INT16 sMapY);
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@@ -649,12 +641,8 @@ void HaveMercSayWhyHeWontLeave( SOLDIERTYPE *pSoldier ); //Ja25 UB
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BOOLEAN CanMercBeAllowedToLeaveTeam( SOLDIERTYPE *pSoldier ); //JA25 UB
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#endif
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ );
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BOOLEAN SoldierInSameSectorAsSAM( SOLDIERTYPE *pSoldier );
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BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier, INT8 bRepairPoints );
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BOOLEAN IsSoldierCloseEnoughToSAMControlPanel( SOLDIERTYPE *pSoldier );
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*/
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BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier );
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/* Assignment distance limits removed. Sep/11/98. ARM
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BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient );
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@@ -979,6 +967,12 @@ BOOLEAN IsAnythingAroundForSoldierToRepair( SOLDIERTYPE * pSoldier )
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return( TRUE );
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}
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// SAM site?
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if ( CanSoldierRepairSAM( pSoldier ) )
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{
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return(TRUE);
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}
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// vehicles?
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if ( pSoldier->bSectorZ == 0 )
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{
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@@ -1026,6 +1020,10 @@ BOOLEAN HasCharacterFinishedRepairing( SOLDIERTYPE * pSoldier )
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{
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fCanStillRepair = CanCharacterRepairRobot( pSoldier );
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}
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else if ( pSoldier->flags.fFixingSAMSite )
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{
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fCanStillRepair = CanSoldierRepairSAM( pSoldier );
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}
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else // repairing items
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{
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fCanStillRepair = DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS );
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@@ -4786,6 +4784,31 @@ void HandleRepairBySoldier( SOLDIERTYPE *pSoldier )
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ubRepairPtsLeft -= HandleRepairOfRobotBySoldier( pSoldier, ubRepairPtsLeft, &fNothingLeftToRepair );
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}
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}
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else if ( pSoldier->flags.fFixingSAMSite )
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{
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if ( CanSoldierRepairSAM( pSoldier ) )
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{
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// repair the SAM
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INT16 sStrategicSector = CALCULATE_STRATEGIC_INDEX( pSoldier->sSectorX, pSoldier->sSectorY );
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INT8 samrepairptsused = min( ubRepairPtsLeft / SAM_SITE_REPAIR_DIVISOR, 100 - StrategicMap[sStrategicSector].bSAMCondition );
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StrategicMap[sStrategicSector].bSAMCondition += samrepairptsused;
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if ( StrategicMap[sStrategicSector].bSAMCondition > MIN_CONDITION_SHOW_SAM_CONTROLLER )
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{
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// Bring Hit points back up to full, adjust graphic to full graphic.....
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UpdateSAMDoneRepair( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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}
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else
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{
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// SAM site may have been put back into working order...
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UpdateAirspaceControl( );
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}
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ubRepairPtsLeft -= samrepairptsused * SAM_SITE_REPAIR_DIVISOR;
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}
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}
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else
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{
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if (gGameExternalOptions.fAdditionalRepairMode)
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@@ -8537,15 +8560,12 @@ BOOLEAN DisplayRepairMenu( SOLDIERTYPE *pSoldier )
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}
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}
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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// is there a SAM SITE Here?
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if( ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) )
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if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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{
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// SAM site
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AddMonoString(&hStringHandle, pRepairStrings[ 1 ] );
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AddMonoString( (UINT32 *)&hStringHandle, pRepairStrings[1] );
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}
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*/
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// is the ROBOT here?
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if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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@@ -8613,19 +8633,17 @@ void HandleShadingOfLinesForRepairMenu( void )
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ShadeStringInBox( ghRepairBox, iCount );
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}
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iCount++;
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++iCount;
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}
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}
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}
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}
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}
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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if( ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) )
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if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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{
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// handle enable disable of repair sam option
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if( CanSoldierRepairSAM( pSoldier, SAM_SITE_REPAIR_DIVISOR ) )
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if( CanSoldierRepairSAM( pSoldier ) )
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{
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// unshade SAM line
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UnShadeStringInBox( ghRepairBox, iCount );
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@@ -8636,9 +8654,8 @@ void HandleShadingOfLinesForRepairMenu( void )
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ShadeStringInBox( ghRepairBox, iCount );
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}
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iCount++;
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++iCount;
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}
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*/
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if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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{
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@@ -8654,7 +8671,7 @@ void HandleShadingOfLinesForRepairMenu( void )
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ShadeStringInBox( ghRepairBox, iCount );
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}
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iCount++;
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++iCount;
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}
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if ( DoesCharacterHaveAnyItemsToRepair( pSoldier, FINAL_REPAIR_PASS ) )
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@@ -8668,7 +8685,7 @@ void HandleShadingOfLinesForRepairMenu( void )
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ShadeStringInBox( ghRepairBox, iCount );
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}
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iCount++;
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++iCount;
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}
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@@ -8746,17 +8763,18 @@ void CreateDestroyMouseRegionForRepairMenu( void )
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}
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}
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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// Now there is. Flugente 2016-10-13
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// No point in allowing SAM site repair any more. Jan/13/99. ARM
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// SAM site
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if( ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == TRUE ) && ( IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) )
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if ( IsThisSectorASAMSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) && IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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{
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MSYS_DefineRegion( &gRepairMenuRegion[ iCount ], ( INT16 )( iBoxXPosition ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * iCount ), ( INT16 )( iBoxXPosition + iBoxWidth ), ( INT16 )( iBoxYPosition + GetTopMarginSize( ghAssignmentBox ) + ( iFontHeight ) * ( iCount + 1 ) ), MSYS_PRIORITY_HIGHEST - 4 ,
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MSYS_NO_CURSOR, RepairMenuMvtCallback, RepairMenuBtnCallback );
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MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, REPAIR_MENU_SAM_SITE );
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iCount++;
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MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 0, iCount );
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MSYS_SetRegionUserData( &gRepairMenuRegion[ iCount ], 1, REPAIR_MENU_SAM_SITE );
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++iCount;
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}
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*/
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// robot
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if( IsRobotInThisSector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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@@ -8871,10 +8889,18 @@ void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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fShowAssignmentMenu = FALSE;
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}
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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// Now there is. Flugente 2016-10-13
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// No point in allowing SAM site repair any more. Jan/13/99. ARM
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else if( iRepairWhat == REPAIR_MENU_SAM_SITE )
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{
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// repair SAM site
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pSoldier->bOldAssignment = pSoldier->bAssignment;
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// remove from squad
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if ( pSoldier->bOldAssignment == VEHICLE )
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{
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TakeSoldierOutOfVehicle( pSoldier );
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}
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// remove from squad
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RemoveCharacterFromSquads( pSoldier );
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@@ -8897,7 +8923,6 @@ void RepairMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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// assign to a movement group
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AssignMercToAMovementGroup( pSoldier );
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}
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*/
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else if( iRepairWhat == REPAIR_MENU_ROBOT )
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{
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// repair ROBOT
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@@ -15706,33 +15731,21 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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}
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/* No point in allowing SAM site repair any more. Jan/13/99. ARM
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BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier, INT8 bRepairPoints)
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// Now there is. Flugente 2016-10-13
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// No point in allowing SAM site repair any more. Jan/13/99. ARM
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BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier )
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{
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INT16 sGridNoA = 0, sGridNoB = 0;
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// is the soldier in the sector as the SAM
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if( SoldierInSameSectorAsSAM( pSoldier ) == FALSE )
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// Flugente: certain traits are required for this
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if ( gGameOptions.fNewTraitSystem )
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{
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return( FALSE );
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if ( !HAS_SKILL_TRAIT( pSoldier, TECHNICIAN_NT ) )
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return(FALSE);
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}
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// is the soldier close enough to the control panel?
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if( IsSoldierCloseEnoughToSAMControlPanel( pSoldier ) == FALSE )
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{
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return( FALSE );
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}
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else if ( !HAS_SKILL_TRAIT( pSoldier, ELECTRONICS_OT ) )
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return(FALSE);
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//can it be fixed?
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if( IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) == FALSE )
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{
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return( FALSE );
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}
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// is he good enough? (Because of the division of repair pts in SAM repair formula, a guy with any less that this
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// can't make any headway
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if (bRepairPoints < SAM_SITE_REPAIR_DIVISOR )
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if( !IsTheSAMSiteInSectorRepairable( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) )
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{
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return( FALSE );
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}
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@@ -15741,24 +15754,20 @@ BOOLEAN CanSoldierRepairSAM( SOLDIERTYPE *pSoldier, INT8 bRepairPoints)
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}
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BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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{
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INT32 iCounter = 0;
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INT8 bSAMCondition;
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{
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// is the guy above ground, if not, it can't be fixed, now can it?
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if( sSectorZ != 0 )
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{
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return( FALSE );
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}
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for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
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for ( INT32 iCounter = 0; iCounter < NUMBER_OF_SAMS; ++iCounter )
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{
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if( pSamList[ iCounter ] == SECTOR( sSectorX, sSectorY ) )
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{
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bSAMCondition = StrategicMap[ CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY ) ].bSAMCondition;
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INT8 bSAMCondition = StrategicMap[CALCULATE_STRATEGIC_INDEX( sSectorX, sSectorY )].bSAMCondition;
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if( ( bSAMCondition < 100 ) && ( bSAMCondition >= MIN_CONDITION_TO_FIX_SAM ) )
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if ( bSAMCondition < 100 )
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{
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return( TRUE );
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}
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@@ -15774,52 +15783,6 @@ BOOLEAN IsTheSAMSiteInSectorRepairable( INT16 sSectorX, INT16 sSectorY, INT16 sS
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return( FALSE );
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}
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BOOLEAN SoldierInSameSectorAsSAM( SOLDIERTYPE *pSoldier )
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{
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INT32 iCounter = 0;
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// is the soldier on the surface?
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if( pSoldier->bSectorZ != 0 )
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{
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return( FALSE );
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}
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// now check each sam site in the list
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for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
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{
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if( pSamList[ iCounter] == SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) )
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{
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return( TRUE );
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}
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}
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return( FALSE );
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}
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BOOLEAN IsSoldierCloseEnoughToSAMControlPanel( SOLDIERTYPE *pSoldier )
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{
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INT32 iCounter = 0;
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// now check each sam site in the list
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for( iCounter = 0; iCounter < NUMBER_OF_SAMS; iCounter++ )
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{
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if( pSamList[ iCounter ] == SECTOR( pSoldier->sSectorX, pSoldier->sSectorY ) )
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{
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// Assignment distance limits removed. Sep/11/98. ARM
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// if( ( PythSpacesAway( pSamGridNoAList[ iCounter ], pSoldier->sGridNo ) < MAX_DISTANCE_FOR_REPAIR )||( PythSpacesAway( pSamGridNoBList[ iCounter ], pSoldier->sGridNo ) < MAX_DISTANCE_FOR_REPAIR ) )
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{
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return( TRUE );
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}
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}
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}
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return( FALSE );
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}
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*/
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BOOLEAN HandleAssignmentExpansionAndHighLightForAssignMenu( SOLDIERTYPE *pSoldier )
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{
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if( fShowSquadMenu )
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@@ -17089,15 +17052,12 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
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BOOLEAN fCanFixSpecificTarget = TRUE;
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// make sure he can repair the SPECIFIC thing being repaired too (must be in its sector, for example)
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/*
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if ( pSelectedSoldier->flags.fFixingSAMSite )
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{
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fCanFixSpecificTarget = CanSoldierRepairSAM( pSoldier, SAM_SITE_REPAIR_DIVISOR );
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fCanFixSpecificTarget = CanSoldierRepairSAM( pSoldier );
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}
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else
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*/
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if (pSelectedSoldier->bVehicleUnderRepairID != -1)
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else if (pSelectedSoldier->bVehicleUnderRepairID != -1)
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{
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fCanFixSpecificTarget = CanCharacterRepairVehicle( pSoldier, pSelectedSoldier->bVehicleUnderRepairID ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_VEHICLE ));
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}
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@@ -20757,18 +20717,21 @@ void FacilityAssignmentMenuBtnCallback ( MOUSE_REGION * pRegion, INT32 iReason )
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MakeSureToolKitIsInHand( pSoldier );
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ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
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pSoldier->flags.fFixingRobot = FALSE;
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pSoldier->flags.fFixingSAMSite = FALSE;
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pSoldier->bVehicleUnderRepairID = -1;
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break;
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case FAC_REPAIR_VEHICLE:
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MakeSureToolKitIsInHand( pSoldier );
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ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
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pSoldier->flags.fFixingRobot = FALSE;
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pSoldier->flags.fFixingSAMSite = FALSE;
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pSoldier->bVehicleUnderRepairID = (INT8)ubVehicleID;
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break;
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case FAC_REPAIR_ROBOT:
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MakeSureToolKitIsInHand( pSoldier );
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ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
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pSoldier->flags.fFixingRobot = TRUE;
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pSoldier->flags.fFixingSAMSite = FALSE;
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pSoldier->bVehicleUnderRepairID = -1;
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break;
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case FAC_DOCTOR:
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