Bugfixes / Improvements (macros) of Assignments (by Franimus)

- Fixed warning for INT8 overflow on scroll region priority, seemingly had no effect though
- Use new assignment macros
- Bugfix - POWs' activity level being overwritten
- Feature - automatically bandage bleeding mercs on a PATIENT assignment
- Bugfix - mercs treated at facilities should not use mercs' medkits
- Added 3 new enums for facility doctor, patient, and repair
- Bugfix for facility patients not detected as being in a facility
- Bugfix - iBurstAPCost was ignoring half of its calculation due to extraneous semicolon


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7988 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2015-09-12 11:27:28 +00:00
parent 3ab623e452
commit a2589f7034
21 changed files with 242 additions and 150 deletions
+2 -2
View File
@@ -209,7 +209,7 @@ DropDownBase::Create_Drop()
usHeight = ( musAreaHeight - DEF_SCROLL_ARROW_HEIGHT - 4 ) / (mNumDisplayedEntries);
for ( i = 0; i<mNumDisplayedEntries - 1; ++i )
{
MSYS_DefineRegion( &mSelectedScrollAreaDropDownRegion[i], usPosX, usPosY, (UINT16)(usPosX + musWidth), (UINT16)(usPosY + usHeight), MSYS_PRIORITY_HIGHEST + 1,
MSYS_DefineRegion( &mSelectedScrollAreaDropDownRegion[i], usPosX, usPosY, (UINT16)(usPosX + musWidth), (UINT16)(usPosY + usHeight), MSYS_PRIORITY_HIGHEST,
CURSOR_LAPTOP_SCREEN, CallBackWrapper((void*) this, DROPDOWN_SCROLL_MOVEMENT, &DropDownBase::Dummyfunc), CallBackWrapper((void*) this, DROPDOWN_SCROLL_REGION, &DropDownBase::Dummyfunc));
MSYS_AddRegion(&mSelectedScrollAreaDropDownRegion[i]);
MSYS_SetRegionUserData( &mSelectedScrollAreaDropDownRegion[ i ], 0, i);
@@ -217,7 +217,7 @@ DropDownBase::Create_Drop()
}
//put the last one down to cover the remaining area
MSYS_DefineRegion( &mSelectedScrollAreaDropDownRegion[i], usPosX, usPosY, (UINT16)(usPosX + musWidth), musDownArrowY, MSYS_PRIORITY_HIGHEST + 1,
MSYS_DefineRegion( &mSelectedScrollAreaDropDownRegion[i], usPosX, usPosY, (UINT16)(usPosX + musWidth), musDownArrowY, MSYS_PRIORITY_HIGHEST,
CURSOR_LAPTOP_SCREEN, CallBackWrapper((void*) this, DROPDOWN_SCROLL_MOVEMENT, &DropDownBase::Dummyfunc), CallBackWrapper((void*) this, DROPDOWN_SCROLL_REGION, &DropDownBase::Dummyfunc));
MSYS_AddRegion(&mSelectedScrollAreaDropDownRegion[i]);
MSYS_SetRegionUserData( &mSelectedScrollAreaDropDownRegion[ i ], 0, i);
+10
View File
@@ -2166,7 +2166,17 @@ BOOLEAN SOLDIERTYPE::Load(HWFILE hFile)
numBytesRead = ReadFieldByField(hFile, &this->wornDesertCamo, sizeof(wornDesertCamo), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->snowCamo, sizeof(snowCamo), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->wornSnowCamo, sizeof(wornSnowCamo), sizeof(INT8), numBytesRead);
// Preserve old savegames by detecting if the assignment is not saved as FACILITY_ but really should be
numBytesRead = ReadFieldByField(hFile, &this->sFacilityTypeOperated, sizeof(sFacilityTypeOperated), sizeof(INT16), numBytesRead);
if (this->sFacilityTypeOperated > 0)
{
if (this->bAssignment == DOCTOR)
this->bAssignment = FACILITY_DOCTOR;
else if (this->bAssignment == PATIENT)
this->bAssignment = FACILITY_PATIENT;
else if (this->bAssignment == REPAIR)
this->bAssignment = FACILITY_REPAIR;
}
numBytesRead = ReadFieldByField(hFile, &this->bScopeMode, sizeof(bScopeMode), sizeof(INT8), numBytesRead);
numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT8_1, sizeof(bUnusedINT8_1), sizeof(INT8), numBytesRead );
numBytesRead = ReadFieldByField(hFile, &this->bUnusedINT8_2, sizeof(bUnusedINT8_2), sizeof(INT8), numBytesRead );
+107 -98
View File
@@ -722,7 +722,7 @@ void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
// HEADROCK HAM 3.6: Clean out new Facility Operation variable.
pSoldier->sFacilityTypeOperated = -1;
if ( ( bAssignment == DOCTOR ) || ( bAssignment == PATIENT ) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
if ( IS_PATIENT(bAssignment) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
{
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
}
@@ -2674,7 +2674,7 @@ SOLDIERTYPE *AnyDoctorWhoCanHealThisPatient( SOLDIERTYPE *pPatient, BOOLEAN fThi
for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
{
// doctor?
if( ( pTeamSoldier->bActive ) && ( pTeamSoldier->bAssignment == DOCTOR ) )
if( pTeamSoldier->bActive && IS_DOCTOR(pTeamSoldier->bAssignment) )
{
if( CanSoldierBeHealedByDoctor( pPatient, pTeamSoldier, FALSE, fThisHour, FALSE, FALSE, FALSE ) == TRUE )
{
@@ -3462,7 +3462,7 @@ void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
{
if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
{
if ( ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
if ( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
// character is in sector, check if can doctor, if so...heal people
@@ -3472,13 +3472,13 @@ void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
}
}
/*
if( ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
if( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
MakeSureMedKitIsInHand( pTeamSoldier );
}
// character is in sector, check if can doctor, if so...heal people
if( CanCharacterDoctor( pTeamSoldier ) && ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
if( CanCharacterDoctor( pTeamSoldier ) && IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
{
HealCharacters( pTeamSoldier, sX, sY, bZ );
}
@@ -3506,7 +3506,7 @@ void UpdatePatientsWhoAreDoneHealing( void )
if( pTeamSoldier->bActive )
{
// patient who doesn't need healing or curing
if ( (pTeamSoldier->bAssignment == PATIENT) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
if ( IS_PATIENT(pTeamSoldier->bAssignment) && !IS_DOCTOR(pTeamSoldier->bAssignment) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
{
// Flugente: stats can also be damaged
if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
@@ -3683,7 +3683,7 @@ BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient )
{
// is a doctor
if( pSoldier->bAssignment == DOCTOR )
if( IS_DOCTOR(pSoldier->bAssignment) )
{
// the doctor is in the house
@@ -3725,7 +3725,7 @@ BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor,
}
// must be a patient or a doctor
if( ( pSoldier->bAssignment != PATIENT ) && ( pSoldier->bAssignment != DOCTOR ) && ( fIgnoreAssignment == FALSE ) )
if ( !IS_PATIENT(pSoldier->bAssignment) && ( fIgnoreAssignment == FALSE ) )
{
return(FALSE);
}
@@ -4123,16 +4123,16 @@ void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ )
// set psoldier as first in merc ptrs
pSoldier = MercPtrs[0];
// will handle doctor/patient relationship in sector
// will handle repairman/client relationship in sector
// go through list of characters, find all doctors in sector
// go through list of characters, find all repairmen in sector
for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
{
if( pTeamSoldier->bActive )
{
if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ) )
{
if ( ( pTeamSoldier->bAssignment == REPAIR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
if ( IS_REPAIR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
{
if ( MakeSureToolKitIsInHand( pTeamSoldier ) )
{
@@ -5102,8 +5102,8 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
{
switch ( pSoldier->bAssignment )
{
case DOCTOR:
case REPAIR:
CASE_DOCTOR:
CASE_REPAIR:
case TRAIN_TEAMMATE:
case TRAIN_TOWN:
break;
@@ -5131,8 +5131,8 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
{
switch ( pSoldier->bAssignment )
{
case DOCTOR:
case REPAIR:
CASE_DOCTOR:
CASE_REPAIR:
case TRAIN_TEAMMATE:
if ( Chance( 60 ) )
HandleMoraleEvent( pSoldier, MORALE_PACIFIST_GAIN_NONCOMBAT, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
@@ -7481,15 +7481,15 @@ void MakeSoldiersTacticalAnimationReflectAssignment( SOLDIERTYPE *pSoldier )
if( ( pSoldier->bInSector ) && gfWorldLoaded && ( pSoldier->stats.bLife >= OKLIFE ) )
{
// Set animation based on his assignment
if ( pSoldier->bAssignment == DOCTOR )
if ( IS_DOCTOR(pSoldier->bAssignment) )
{
SoldierInSectorDoctor( pSoldier, pSoldier->usStrategicInsertionData );
}
else if ( pSoldier->bAssignment == PATIENT )
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
SoldierInSectorPatient( pSoldier, pSoldier->usStrategicInsertionData );
}
else if ( pSoldier->bAssignment == REPAIR )
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
SoldierInSectorRepair( pSoldier, pSoldier->usStrategicInsertionData );
}
@@ -7525,7 +7525,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
{
if ( ( pSoldier->bInSector ) && ( gfWorldLoaded ) )
{
if ( pSoldier->bAssignment == DOCTOR )
if ( IS_DOCTOR(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
@@ -7537,7 +7537,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
}
}
else if ( pSoldier->bAssignment == REPAIR )
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
@@ -7548,7 +7548,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
}
}
else if ( pSoldier->bAssignment == PATIENT )
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
if ( guiCurrentScreen == GAME_SCREEN )
{
@@ -7588,8 +7588,8 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
if ( fSayQuote )
{
if ( pSoldier->bAssignment == DOCTOR || pSoldier->bAssignment == REPAIR ||
pSoldier->bAssignment == PATIENT || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
if (IS_DOCTOR( pSoldier->bAssignment ) || IS_REPAIR( pSoldier->bAssignment ) ||
IS_PATIENT( pSoldier->bAssignment ) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
{
TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
}
@@ -7667,7 +7667,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
return;
}
// any bleeding pts - can' recover if still bleeding!
// any bleeding pts - can't recover if still bleeding!
if( pSoldier->bBleeding != 0 )
{
return;
@@ -7675,15 +7675,15 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
// not bleeding and injured...
if( pSoldier->bAssignment == ASSIGNMENT_POW )
if ((pSoldier->flags.fMercAsleep == TRUE) || (IS_PATIENT(pSoldier->bAssignment) && !IS_DOCTOR(pSoldier->bAssignment)) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
{
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else if( pSoldier->bAssignment == ASSIGNMENT_POW )
{
// use high activity level to simulate stress, torture, poor conditions for healing
bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
}
if( ( pSoldier->flags.fMercAsleep == TRUE ) || ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) )
{
bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
}
else if ( pSoldier->bAssignment < ON_DUTY )
{
// if time is being compressed, and the soldier is not moving strategically
@@ -7783,6 +7783,10 @@ void UpDateSoldierLife( SOLDIERTYPE *pSoldier )
pSoldier->bBleeding = pSoldier->stats.bLifeMax - pSoldier->stats.bLife;
}
// Autobandage assigned patients - they might still show bleeding for the first minute, but I haven't seen them lose life from it yet.
if (pSoldier->bBleeding > 0)
AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
// SANDRO - when being healed normally, reduce insta-healable HPs value
if ( gGameOptions.fNewTraitSystem && pSoldier->iHealableInjury > 0 )
{
@@ -12062,7 +12066,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
continue; // is nowhere around!
if (( pSoldier->ubID == pMedic->ubID ) || ( pMedic->bAssignment != DOCTOR ))
if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
continue; // cannot make surgery on self or not on the right assignment!
bSlot = FindMedKit( pMedic );
@@ -12114,7 +12118,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
case( EPC_MENU_REMOVE ):
fShowAssignmentMenu = FALSE;
UnEscortEPC( pSoldier );
UnEscortEPC( pSoldier );
break;
case( EPC_MENU_CANCEL ):
@@ -12306,7 +12310,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
continue; // is nowhere around!
if (( pSoldier->ubID == pMedic->ubID ) || ( pMedic->bAssignment != DOCTOR ))
if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
continue; // cannot make surgery on self or not on the right assignment!
bSlot = FindMedKit( pMedic );
@@ -14765,7 +14769,7 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
AssignMercToAMovementGroup( pSoldier );
}
break;
case( PATIENT ):
CASE_PATIENT:
if( CanCharacterPatient( pSoldier ) )
{
// set as doctor
@@ -14793,18 +14797,18 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != PATIENT ) )
if ((pSoldier->bAssignment != bAssignment))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, PATIENT );
ChangeSoldiersAssignment( pSoldier, bAssignment );
AssignMercToAMovementGroup( pSoldier );
}
break;
case( DOCTOR ):
CASE_DOCTOR:
if( CanCharacterDoctor( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
@@ -14823,12 +14827,12 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != DOCTOR ) )
if ((pSoldier->bAssignment != bAssignment))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, DOCTOR );
ChangeSoldiersAssignment( pSoldier, bAssignment );
MakeSureMedKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
@@ -15050,7 +15054,7 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
}
break;
case( REPAIR ):
CASE_REPAIR:
if( CanCharacterRepair( pSoldier ) )
{
pSoldier->bOldAssignment = pSoldier->bAssignment;
@@ -15064,12 +15068,12 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
TakeSoldierOutOfVehicle( pSoldier );
}
if( ( pSoldier->bAssignment != REPAIR ) ||( pSoldier->flags.fFixingSAMSite != ( UINT8 )iParam1 ) || ( pSoldier->flags.fFixingRobot != ( UINT8 )iParam2 ) || ( pSoldier->bVehicleUnderRepairID != ( UINT8 )iParam3 ) )
if ((pSoldier->bAssignment != bAssignment) || (pSoldier->flags.fFixingSAMSite != (UINT8)iParam1) || (pSoldier->flags.fFixingRobot != (UINT8)iParam2) || (pSoldier->bVehicleUnderRepairID != (UINT8)iParam3))
{
SetTimeOfAssignmentChangeForMerc( pSoldier );
}
ChangeSoldiersAssignment( pSoldier, REPAIR );
ChangeSoldiersAssignment( pSoldier, bAssignment );
MakeSureToolKitIsInHand( pSoldier );
AssignMercToAMovementGroup( pSoldier );
pSoldier->flags.fFixingSAMSite = ( UINT8 )iParam1;
@@ -16399,55 +16403,56 @@ void BandageBleedingDyingPatientsBeingTreated( )
// and he is bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
{
// if soldier is receiving care
if( ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) || ( pSoldier->bAssignment == DOCTOR ) )
// if in the hospital
if ((pSoldier->bAssignment == FACILITY_PATIENT) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
{
// if in the hospital
if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
// this is instantaneous, and doesn't use up any bandages!
// stop bleeding automatically
pSoldier->bBleeding = 0;
if ( pSoldier->stats.bLife < OKLIFE )
{
// this is instantaneous, and doesn't use up any bandages!
// stop bleeding automatically
pSoldier->bBleeding = 0;
if ( pSoldier->stats.bLife < OKLIFE )
// SANDRO - added to alter the value of insta-healable injuries for doctors
if (pSoldier->iHealableInjury > 0)
{
// SANDRO - added to alter the value of insta-healable injuries for doctors
if (pSoldier->iHealableInjury > 0)
{
pSoldier->iHealableInjury -= ((OKLIFE - pSoldier->stats.bLife) * 100);
}
pSoldier->stats.bLife = OKLIFE;
pSoldier->iHealableInjury -= ((OKLIFE - pSoldier->stats.bLife) * 100);
}
pSoldier->stats.bLife = OKLIFE;
}
else // assigned to DOCTOR/PATIENT
}
// if treated by fellow merc
else if ((pSoldier->bAssignment == DOCTOR) || (pSoldier->bAssignment == PATIENT))
{
// see if there's a doctor around who can help him
pDoctor = AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER );
if ( pDoctor != NULL )
{
// see if there's a doctor around who can help him
pDoctor = AnyDoctorWhoCanHealThisPatient( pSoldier, HEALABLE_EVER );
if ( pDoctor != NULL )
iKitSlot = FindObjClass( pDoctor, IC_MEDKIT );
if( iKitSlot != NO_SLOT )
{
iKitSlot = FindObjClass( pDoctor, IC_MEDKIT );
if( iKitSlot != NO_SLOT )
pKit = &( pDoctor->inv[ iKitSlot ] );
usKitPts = TotalPoints( pKit );
if( usKitPts )
{
pKit = &( pDoctor->inv[ iKitSlot ] );
uiKitPtsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts, FALSE ); // SANDRO - added variable
UseKitPoints( pKit, (UINT16)uiKitPtsUsed, pDoctor );
usKitPts = TotalPoints( pKit );
if( usKitPts )
// if he is STILL bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
{
uiKitPtsUsed = VirtualSoldierDressWound( pDoctor, pSoldier, pKit, usKitPts, usKitPts, FALSE ); // SANDRO - added variable
UseKitPoints( pKit, (UINT16)uiKitPtsUsed, pDoctor );
// if he is STILL bleeding or dying
if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
{
fSomeoneStillBleedingDying = TRUE;
}
fSomeoneStillBleedingDying = TRUE;
}
}
}
}
}
else
{
// soldier is not receiving care
}
}
}
@@ -16478,11 +16483,11 @@ void ReEvaluateEveryonesNothingToDo()
{
switch( pSoldier->bAssignment )
{
case DOCTOR:
CASE_DOCTOR:
fNothingToDo = !CanCharacterDoctor( pSoldier ) || ( GetNumberThatCanBeDoctored( pSoldier, HEALABLE_EVER, FALSE, FALSE, FALSE ) == 0 ); // SANDRO - added variable
break;
case PATIENT:
CASE_PATIENT:
// HEADROCK HAM 3.6: Characters can be facility patients, in which case they are resting with a
// bonus or penalty to their healing rate. No doctor is actually required, even though the
// character is still eligible for a doctor's treatment.
@@ -16495,7 +16500,7 @@ void ReEvaluateEveryonesNothingToDo()
fNothingToDo = !CanCharacterPatient( pSoldier );
break;
case REPAIR:
CASE_REPAIR:
fNothingToDo = !CanCharacterRepair( pSoldier ) || HasCharacterFinishedRepairing( pSoldier );
break;
@@ -16646,23 +16651,23 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
switch( bAssignment )
{
case( DOCTOR ):
CASE_DOCTOR:
// can character doctor?
if( CanCharacterDoctor( pSoldier ) )
if (CanCharacterDoctor( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_DOCTOR)))
{
// set as doctor
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, DOCTOR, 0,0,0 );
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
case( PATIENT ):
CASE_PATIENT:
// can character patient?
if( CanCharacterPatient( pSoldier ) )
if (CanCharacterPatient( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_PATIENT )))
{
// set as patient
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, PATIENT, 0,0,0 );
SetSoldierAssignment( pSoldier, bAssignment, 0, 0, 0 );
fItWorked = TRUE;
}
break;
@@ -16678,8 +16683,8 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
}
}
break;
case( REPAIR ):
if( CanCharacterRepair( pSoldier ) )
CASE_REPAIR:
if (CanCharacterRepair( pSoldier ))
{
BOOLEAN fCanFixSpecificTarget = TRUE;
@@ -16692,20 +16697,24 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
}
else
*/
if ( pSelectedSoldier->bVehicleUnderRepairID != -1 )
if (pSelectedSoldier->bVehicleUnderRepairID != -1)
{
fCanFixSpecificTarget = CanCharacterRepairVehicle( pSoldier, pSelectedSoldier->bVehicleUnderRepairID );
fCanFixSpecificTarget = CanCharacterRepairVehicle( pSoldier, pSelectedSoldier->bVehicleUnderRepairID ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_VEHICLE ));
}
else if( pSoldier->flags.fFixingRobot )
else if (pSoldier->flags.fFixingRobot)
{
fCanFixSpecificTarget = CanCharacterRepairRobot( pSoldier );
fCanFixSpecificTarget = CanCharacterRepairRobot( pSoldier ) && (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_ROBOT ));
}
else
{
fCanFixSpecificTarget = (pSoldier->sFacilityTypeOperated <= 0 || CanCharacterFacility( pSoldier, bParam, FAC_REPAIR_ITEMS ));
}
if ( fCanFixSpecificTarget )
{
// set as repair
pSoldier->bOldAssignment = pSoldier->bAssignment;
SetSoldierAssignment( pSoldier, REPAIR, pSelectedSoldier->flags.fFixingSAMSite, pSelectedSoldier->flags.fFixingRobot, pSelectedSoldier->bVehicleUnderRepairID );
SetSoldierAssignment( pSoldier, bAssignment, pSelectedSoldier->flags.fFixingSAMSite, pSelectedSoldier->flags.fFixingRobot, pSelectedSoldier->bVehicleUnderRepairID );
fItWorked = TRUE;
}
}
@@ -17181,7 +17190,7 @@ BOOLEAN CharacterIsTakingItEasy( SOLDIERTYPE *pSoldier )
}
// and healing up?
if ( ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) )
if ( (IS_PATIENT(pSoldier->bAssignment) && !IS_DOCTOR(pSoldier->bAssignment)) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL) )
{
return( TRUE );
}
@@ -20280,28 +20289,28 @@ void FacilityAssignmentMenuBtnCallback ( MOUSE_REGION * pRegion, INT32 iReason )
break;
case FAC_REPAIR_ITEMS:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, REPAIR );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = FALSE;
pSoldier->bVehicleUnderRepairID = -1;
break;
case FAC_REPAIR_VEHICLE:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, REPAIR );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = FALSE;
pSoldier->bVehicleUnderRepairID = (INT8)ubVehicleID;
break;
case FAC_REPAIR_ROBOT:
MakeSureToolKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, REPAIR );
ChangeSoldiersAssignment( pSoldier, FACILITY_REPAIR );
pSoldier->flags.fFixingRobot = TRUE;
pSoldier->bVehicleUnderRepairID = -1;
break;
case FAC_DOCTOR:
MakeSureMedKitIsInHand( pSoldier );
ChangeSoldiersAssignment( pSoldier, DOCTOR );
ChangeSoldiersAssignment( pSoldier, FACILITY_DOCTOR );
break;
case FAC_PATIENT:
ChangeSoldiersAssignment( pSoldier, PATIENT );
ChangeSoldiersAssignment( pSoldier, FACILITY_PATIENT );
break;
case FAC_PRACTICE_STRENGTH:
pSoldier->bTrainStat = STRENGTH;
@@ -20436,7 +20445,7 @@ void FacilityAssignmentMenuBtnCallback ( MOUSE_REGION * pRegion, INT32 iReason )
}
// Flugente: I guess this piece of code is here to get a group Id for the soldier, which must not be there for movement specifically. Just my understanding, in case anybody else coming here wonders
// why we get movement related stuff when we were jsut ordered to stay in a facility
// why we get movement related stuff when we were just ordered to stay in a facility
AssignMercToAMovementGroup( pSoldier );
MakeSoldiersTacticalAnimationReflectAssignment( pSoldier );
+18 -8
View File
@@ -81,9 +81,24 @@ enum
FACILITY_STRATEGIC_MILITIA_MOVEMENT, // Flugente: merc staffs a military HQ, we can now control militia movement on the map
DISEASE_DIAGNOSE, // Flugente: check for diseases among mercs and local population
DISEASE_DOCTOR_SECTOR, // Flugente: treatpopulation (all non-mercs in the sector) against disease
FACILITY_DOCTOR,
FACILITY_PATIENT,
FACILITY_REPAIR,
NUM_ASSIGNMENTS,
};
#define IS_DOCTOR(assignment) ((assignment == DOCTOR) || (assignment == FACILITY_DOCTOR))
// left the last : off so syntax is visually consistent with non-macro case statements
#define CASE_DOCTOR case DOCTOR: case FACILITY_DOCTOR
// Does not include HOSPITAL since mercs are not responsible for their care
#define IS_PATIENT(assignment) ((assignment == DOCTOR) || (assignment == PATIENT) || (assignment == FACILITY_DOCTOR) || (assignment == FACILITY_PATIENT))
// Does not include DOCTOR types because switch cases must be unique
#define CASE_PATIENT case PATIENT: case FACILITY_PATIENT
#define IS_REPAIR(assignment) ((assignment == REPAIR) || (assignment == FACILITY_REPAIR))
#define CASE_REPAIR case REPAIR: case FACILITY_REPAIR
// strings for snitch exposition
enum
{
@@ -115,7 +130,8 @@ enum
#define NO_ASSIGNMENT 127 //used when no pSoldier->ubDesiredSquad
// Train stats defines (must match ATTRIB_MENU_ defines, and pAttributeMenuStrings )
enum{
enum
{
HEALTH = 0,
AGILITY,
DEXTERITY,
@@ -481,10 +497,4 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier );
UINT8 CalcSoldierNeedForSleep( SOLDIERTYPE *pSoldier );
#endif
#endif
+5 -15
View File
@@ -771,33 +771,22 @@ INT8 GetSoldierFacilityAssignmentIndex( SOLDIERTYPE *pSoldier )
INT8 bAssignment = pSoldier->bAssignment;
INT8 bAssignmentIndex = -1; // Return variable. -1 = Non-facility assignment.
if (bAssignment <= ON_DUTY ||
bAssignment == PATIENT ||
bAssignment == VEHICLE ||
bAssignment == IN_TRANSIT ||
bAssignment == TRAIN_TOWN ||
bAssignment == TRAIN_MOBILE ||
( bAssignment > FACILITY_REST && bAssignment != FACILITY_STRATEGIC_MILITIA_MOVEMENT && ( bAssignment < FACILITY_PRISON_SNITCH || bAssignment > FACILITY_GATHER_RUMOURS ) ))
{
// Soldier is performing a distinctly NON-FACILITY assignment.
return (-1);
}
if (pSoldier->sFacilityTypeOperated == -1)
{
// Soldier is not set to work at a facility...
return (-1);
}
// switch of ALL possible facility assignments
switch (bAssignment)
{
case DOCTOR:
case FACILITY_DOCTOR:
bAssignmentIndex = FAC_DOCTOR;
break;
case PATIENT:
case FACILITY_PATIENT:
bAssignmentIndex = FAC_PATIENT;
break;
case REPAIR:
case FACILITY_REPAIR:
// Determine which kind of repair is he performing
if ( pSoldier->bVehicleUnderRepairID != -1 )
{
@@ -945,6 +934,7 @@ INT8 GetSoldierFacilityAssignmentIndex( SOLDIERTYPE *pSoldier )
bAssignmentIndex = FAC_STRATEGIC_MILITIA_MOVEMENT;
break;
default:
// Soldier is performing a distinctly NON-FACILITY assignment.
bAssignmentIndex = -1;
break;
}
+2 -2
View File
@@ -713,8 +713,8 @@ void ChangeStat( MERCPROFILESTRUCT *pProfile, SOLDIERTYPE *pSoldier, UINT8 ubSta
if ( ((pSoldier->bAssignment == TRAIN_BY_OTHER || pSoldier->bAssignment == TRAIN_TEAMMATE || pSoldier->bAssignment == TRAIN_SELF ||
pSoldier->bAssignment == FACILITY_STAFF || pSoldier->bAssignment == TRAIN_TOWN || pSoldier->bAssignment == TRAIN_MOBILE )
&& !gGameSettings.fOptions[TOPTION_QUIET_TRAINING]) ||
(pSoldier->bAssignment == REPAIR && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
(pSoldier->bAssignment == DOCTOR && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
(IS_REPAIR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_REPAIRING]) ||
(IS_DOCTOR(pSoldier->bAssignment) && !gGameSettings.fOptions[TOPTION_QUIET_DOCTORING]))
TacticalCharacterDialogue( pSoldier, QUOTE_EXPERIENCE_GAIN );
}
+9 -3
View File
@@ -105,12 +105,18 @@ void HandleDisease()
// infection chance gets modified depending on assignments
FLOAT modifier = 1.0f;
// if both are in the same squad, chance is increased
if ( pTeamSoldier->bAssignment == pSoldier->bAssignment && pSoldier->bAssignment < ON_DUTY )
// if both are in the same squad or vehicle, chance is increased
if (pTeamSoldier->bAssignment == pSoldier->bAssignment &&
(pSoldier->bAssignment < ON_DUTY ||
(pSoldier->bAssignment == VEHICLE && pSoldier->iVehicleId == pTeamSoldier->iVehicleId)))
{
modifier = 1.5;
}
// doctor-patient relations increase chance even more
else if ( (pTeamSoldier->bAssignment == DOCTOR || pTeamSoldier->bAssignment == PATIENT) && (pSoldier->bAssignment == DOCTOR || pSoldier->bAssignment == PATIENT) )
else if (IS_PATIENT(pTeamSoldier->bAssignment) && IS_PATIENT(pSoldier->bAssignment))
{
modifier = 4;
}
// we might get a disease from this...
HandlePossibleInfection( pSoldier, pTeamSoldier, INFECTION_TYPE_CONTACT_HUMAN, modifier );
+2 -2
View File
@@ -1966,7 +1966,7 @@ UINT8 GetBestMercLeaderInSector( INT16 sX, INT16 sY, INT8 sZ )
UINT8 GetRandomMercInSectorNotInList( INT16 sX, INT16 sY, INT8 sZ, std::vector<UINT8> aTaboo, BOOLEAN fImpOnly )
{
std::vector<UINT8> resultvector;
std::vector<UINT16> resultvector;
SOLDIERTYPE* pTeamSoldier = NULL;
UINT16 bMercID = gTacticalStatus.Team[gbPlayerNum].bFirstID;
UINT16 bLastTeamID = gTacticalStatus.Team[gbPlayerNum].bLastID;
@@ -2267,7 +2267,7 @@ void HandleDynamicOpinionChange( SOLDIERTYPE* pSoldier, UINT8 usEvent, BOOLEAN f
case OPINIONEVENT_DISEASE_DISGUSTING:
// not if the other guy is a doctor, is currently used as a doctor, or has disease themself
if ( pTeamSoldier->bAssignment == DOCTOR || pTeamSoldier->bAssignment == DISEASE_DOCTOR_SECTOR || HAS_SKILL_TRAIT( pTeamSoldier, DOCTOR_NT ) || pTeamSoldier->HasDisease(TRUE, FALSE, FALSE) )
if ( IS_DOCTOR(pTeamSoldier->bAssignment) || pTeamSoldier->bAssignment == DISEASE_DOCTOR_SECTOR || HAS_SKILL_TRAIT( pTeamSoldier, DOCTOR_NT ) || pTeamSoldier->HasDisease(TRUE, FALSE, FALSE) )
continue;
break;
+3 -3
View File
@@ -2246,7 +2246,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
switch( pSoldier->bAssignment )
{
case DOCTOR:
CASE_DOCTOR:
sIconIndex_Assignment = 1;
fDoIcon_Assignment = TRUE;
sPtsAvailable = CalculateHealingPointsForDoctor( MercPtrs[ pFace->ubSoldierID ], &usMaximumPts, FALSE );
@@ -2258,7 +2258,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
usMaximumPts = ( usMaximumPts + 5 ) / 10;
break;
case PATIENT:
CASE_PATIENT:
sIconIndex_Assignment = 2;
fDoIcon_Assignment = TRUE;
// show current health / maximum health
@@ -2300,7 +2300,7 @@ void HandleRenderFaceAdjustments( FACETYPE *pFace, BOOLEAN fDisplayBuffer, BOOLE
}
break;
case REPAIR:
CASE_REPAIR:
sIconIndex_Assignment = 0;
fDoIcon_Assignment = TRUE;
+1 -1
View File
@@ -382,7 +382,7 @@ void HourlyFoodSituationUpdate( SOLDIERTYPE *pSoldier )
else
activitymodifier = gGameExternalOptions.sFoodDigestionTravel;
}
else if ( pSoldier->bAssignment > DOCTOR )
else if ( pSoldier->bAssignment > DOCTOR ) // unclear why this does not include DOCTOR assignment???
activitymodifier = gGameExternalOptions.sFoodDigestionAssignment;
else if ( (gTacticalStatus.uiFlags & INCOMBAT) )
activitymodifier = gGameExternalOptions.sFoodDigestionCombat;
+4 -9
View File
@@ -6476,10 +6476,6 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
INT16 usX, usY;
INT16 ubAttackAPs;
UINT8 ubNumLine;
INT16 sTop;
INT16 sHeight;
INT16 sLeft;
INT16 sWidth;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -7931,7 +7927,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_BURST )
+ CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, gpItemDescSoldier ) + 0.5f );
// Get base Burst Cost
INT16 iBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
INT16 iBurstAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
+ CalcAPsToBurstNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject );
// Get Burst Cost Modifier
INT16 iBurstAPCostModifier = iFinalBurstAPCost - iBurstAPCost;
@@ -8001,7 +7997,7 @@ void DrawWeaponValues( OBJECTTYPE * gpItemDescObject )
* GetAttackAPTraitMultiplier( gpItemDescSoldier, gpComparedItemDescObject, WM_AUTOFIRE )
+ CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3, gpItemDescSoldier ) + 0.5f );
// Get base Autofire Cost
INT16 iAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject );
INT16 iAutoAPCost = BaseAPsToShootOrStabNoModifier( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject )
+ CalcAPsToAutofireNoModifier( APBPConstants[DEFAULT_APS], gpComparedItemDescObject, 3 );
// Get Autofire Cost Modifier
INT16 iAutoAPCostModifier = iFinalAutoAPCost - iAutoAPCost;
@@ -8767,7 +8763,7 @@ void DrawAmmoValues( OBJECTTYPE * gpItemDescObject, int shotsLeft )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
INT16 sTop, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -9027,7 +9023,7 @@ void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
INT16 sTop, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
@@ -9672,7 +9668,6 @@ void DrawArmorValues( OBJECTTYPE * gpItemDescObject )
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
OBJECTTYPE *gpComparedItemDescObject = NULL;
+6 -6
View File
@@ -1730,15 +1730,15 @@ void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDir
{
InternalSoldierInSectorSleep( pSoldier, pSoldier->sInsertionGridNo, FALSE );
}
else if ( pSoldier->bAssignment == PATIENT )
{
SoldierInSectorPatient( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == DOCTOR )
else if ( IS_DOCTOR(pSoldier->bAssignment) )
{
SoldierInSectorDoctor( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( pSoldier->bAssignment == REPAIR )
else if ( IS_PATIENT(pSoldier->bAssignment) )
{
SoldierInSectorPatient( pSoldier, pSoldier->sInsertionGridNo );
}
else if ( IS_REPAIR(pSoldier->bAssignment) )
{
SoldierInSectorRepair( pSoldier, pSoldier->sInsertionGridNo );
}
+1 -1
View File
@@ -490,7 +490,7 @@ BOOLEAN DoctorIsPresent( SOLDIERTYPE * pPatient, BOOLEAN fOnDoctorAssignmentChec
// cannot make surgery on self!
continue; // NEXT!!!
}
if ( fOnDoctorAssignmentCheck && pMedic->bAssignment != DOCTOR )
if ( fOnDoctorAssignmentCheck && !IS_DOCTOR(pMedic->bAssignment) )
{
// not on the right assignment!
continue; // NEXT!!!
+9
View File
@@ -1866,6 +1866,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"医生",// administering medical aid
L"病人", // getting medical aid
L"修理", // repairing
};
@@ -1964,6 +1967,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"医生",
L"病人",
L"修理",
};
@@ -2021,6 +2027,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"医生",
L"病人",
L"修理",
};
+9
View File
@@ -1863,6 +1863,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"Dokter", // administering medical aid
L"Patiënt", // getting medical aid
L"Repareer", // repairing
};
@@ -1961,6 +1964,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Dokter", // administering medical aid
L"Patiënt", // getting medical aid
L"Repareer", // repairing
};
@@ -2018,6 +2024,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Dokter", // administering medical aid
L"Patiënt", // getting medical aid
L"Repareer", // repairing
};
+9
View File
@@ -1867,6 +1867,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis
L"Treat D.", // treat disease among the population
L"Doctor", // administering medical aid
L"Patient", // getting medical aid
L"Repair", // repairing
};
@@ -1965,6 +1968,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Doctor",
L"Patient",
L"Repair",
};
@@ -2022,6 +2028,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Doctor",
L"Patient",
L"Repair",
};
+9
View File
@@ -1873,6 +1873,9 @@ STR16 pAssignmentStrings[] =
L"Command.", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"Docteur", // administering medical aid
L"Patient(e)", // getting medical aid
L"Réparat.", // repairing
};
@@ -1971,6 +1974,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commande", // militia movement orders
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Docteur",
L"Patient",
L"Réparation",
};
@@ -2028,6 +2034,9 @@ STR16 pLongAssignmentStrings[] =
L"Commander", // militia movement orders
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Docteur",
L"Patient",
L"Réparation",
};
+9
View File
@@ -1878,6 +1878,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"Doktor", // administering medical aid
L"Patient", // getting medical aid
L"Repar.", // repairing
};
STR16 pMilitiaString[] =
@@ -1972,6 +1975,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Doktor",
L"Patient",
L"Reparieren",
};
// refer to above for comments
@@ -2027,6 +2033,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Doktor",
L"Patient",
L"Reparieren",
};
// the contract options
+9
View File
@@ -1859,6 +1859,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"Dottore", // administering medical aid
L"Paziente", // getting medical aid
L"Riparare", // repairing
};
@@ -1957,6 +1960,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Dottore",
L"Paziente",
L"Riparare",
};
@@ -2014,6 +2020,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Dottore",
L"Paziente",
L"Ripara",
};
+9
View File
@@ -1875,6 +1875,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders
L"Diagnose", // disease diagnosis //TODO.Translate
L"Treat D.", // treat disease among the population
L"Lekarz", // administering medical aid
L"Pacjent", // getting medical aid
L"Naprawa", // repairing
};
@@ -1973,6 +1976,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Lekarz",
L"Pacjent",
L"Naprawa",
};
@@ -2030,6 +2036,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Lekarz",
L"Pacjent",
L"Naprawa",
};
+9
View File
@@ -1867,6 +1867,9 @@ STR16 pAssignmentStrings[] =
L"Command", // militia movement orders //TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat D.", // treat disease among the population
L"Медик", // administering medical aid
L"Пациент", // getting medical aid
L"Ремонт", // repairing
};
@@ -1965,6 +1968,9 @@ STR16 pPersonnelAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Медик",
L"Пациент",
L"Ремонт",
};
@@ -2022,6 +2028,9 @@ STR16 pLongAssignmentStrings[] =
L"Commanding Militia", // militia movement orders // TODO.Translate
L"Diagnose", // disease diagnosis
L"Treat Population disease", // treat disease among the population
L"Медик",
L"Пациент",
L"Ремонтирует",
};