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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:
+107
-98
@@ -722,7 +722,7 @@ void ChangeSoldiersAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment )
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// HEADROCK HAM 3.6: Clean out new Facility Operation variable.
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pSoldier->sFacilityTypeOperated = -1;
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if ( ( bAssignment == DOCTOR ) || ( bAssignment == PATIENT ) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
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if ( IS_PATIENT(bAssignment) || ( bAssignment == ASSIGNMENT_HOSPITAL ) )
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{
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AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
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}
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@@ -2674,7 +2674,7 @@ SOLDIERTYPE *AnyDoctorWhoCanHealThisPatient( SOLDIERTYPE *pPatient, BOOLEAN fThi
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for ( cnt = 0, pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; cnt++,pTeamSoldier++)
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{
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// doctor?
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if( ( pTeamSoldier->bActive ) && ( pTeamSoldier->bAssignment == DOCTOR ) )
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if( pTeamSoldier->bActive && IS_DOCTOR(pTeamSoldier->bAssignment) )
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{
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if( CanSoldierBeHealedByDoctor( pPatient, pTeamSoldier, FALSE, fThisHour, FALSE, FALSE, FALSE ) == TRUE )
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{
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@@ -3462,7 +3462,7 @@ void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
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{
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if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ ) )
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{
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if ( ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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if ( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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{
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MakeSureMedKitIsInHand( pTeamSoldier );
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// character is in sector, check if can doctor, if so...heal people
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@@ -3472,13 +3472,13 @@ void HandleDoctorsInSector( INT16 sX, INT16 sY, INT8 bZ )
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}
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}
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/*
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if( ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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if( IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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{
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MakeSureMedKitIsInHand( pTeamSoldier );
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}
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// character is in sector, check if can doctor, if so...heal people
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if( CanCharacterDoctor( pTeamSoldier ) && ( pTeamSoldier->bAssignment == DOCTOR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
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if( CanCharacterDoctor( pTeamSoldier ) && IS_DOCTOR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) && EnoughTimeOnAssignment( pTeamSoldier ) )
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{
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HealCharacters( pTeamSoldier, sX, sY, bZ );
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}
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@@ -3506,7 +3506,7 @@ void UpdatePatientsWhoAreDoneHealing( void )
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if( pTeamSoldier->bActive )
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{
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// patient who doesn't need healing or curing
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if ( (pTeamSoldier->bAssignment == PATIENT) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
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if ( IS_PATIENT(pTeamSoldier->bAssignment) && !IS_DOCTOR(pTeamSoldier->bAssignment) && (pTeamSoldier->stats.bLife == pTeamSoldier->stats.bLifeMax) && pTeamSoldier->HasDisease(TRUE, TRUE) )
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{
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// Flugente: stats can also be damaged
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if ( !gGameOptions.fFoodSystem || (gGameOptions.fFoodSystem && pSoldier->bFoodLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold && pSoldier->bDrinkLevel > FoodMoraleMods[FOOD_NORMAL].bThreshold) )
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@@ -3683,7 +3683,7 @@ BOOLEAN IsSoldierCloseEnoughToADoctor( SOLDIERTYPE *pPatient )
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{
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// is a doctor
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if( pSoldier->bAssignment == DOCTOR )
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if( IS_DOCTOR(pSoldier->bAssignment) )
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{
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// the doctor is in the house
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@@ -3725,7 +3725,7 @@ BOOLEAN CanSoldierBeHealedByDoctor( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pDoctor,
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}
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// must be a patient or a doctor
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if( ( pSoldier->bAssignment != PATIENT ) && ( pSoldier->bAssignment != DOCTOR ) && ( fIgnoreAssignment == FALSE ) )
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if ( !IS_PATIENT(pSoldier->bAssignment) && ( fIgnoreAssignment == FALSE ) )
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{
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return(FALSE);
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}
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@@ -4123,16 +4123,16 @@ void HandleRepairmenInSector( INT16 sX, INT16 sY, INT8 bZ )
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// set psoldier as first in merc ptrs
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pSoldier = MercPtrs[0];
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// will handle doctor/patient relationship in sector
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// will handle repairman/client relationship in sector
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// go through list of characters, find all doctors in sector
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// go through list of characters, find all repairmen in sector
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ pSoldier->bTeam ].bLastID; ++cnt, pTeamSoldier++)
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{
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if( pTeamSoldier->bActive )
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{
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if( ( pTeamSoldier->sSectorX == sX ) && ( pTeamSoldier->sSectorY == sY ) && ( pTeamSoldier->bSectorZ == bZ) )
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{
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if ( ( pTeamSoldier->bAssignment == REPAIR ) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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if ( IS_REPAIR(pTeamSoldier->bAssignment) && ( pTeamSoldier->flags.fMercAsleep == FALSE ) )
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{
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if ( MakeSureToolKitIsInHand( pTeamSoldier ) )
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{
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@@ -5102,8 +5102,8 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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{
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switch ( pSoldier->bAssignment )
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{
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case DOCTOR:
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case REPAIR:
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CASE_DOCTOR:
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CASE_REPAIR:
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case TRAIN_TEAMMATE:
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case TRAIN_TOWN:
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break;
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@@ -5131,8 +5131,8 @@ void FatigueCharacter( SOLDIERTYPE *pSoldier )
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{
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switch ( pSoldier->bAssignment )
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{
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case DOCTOR:
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case REPAIR:
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CASE_DOCTOR:
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CASE_REPAIR:
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case TRAIN_TEAMMATE:
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if ( Chance( 60 ) )
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HandleMoraleEvent( pSoldier, MORALE_PACIFIST_GAIN_NONCOMBAT, pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ );
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@@ -7481,15 +7481,15 @@ void MakeSoldiersTacticalAnimationReflectAssignment( SOLDIERTYPE *pSoldier )
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if( ( pSoldier->bInSector ) && gfWorldLoaded && ( pSoldier->stats.bLife >= OKLIFE ) )
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{
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// Set animation based on his assignment
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if ( pSoldier->bAssignment == DOCTOR )
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if ( IS_DOCTOR(pSoldier->bAssignment) )
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{
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SoldierInSectorDoctor( pSoldier, pSoldier->usStrategicInsertionData );
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}
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else if ( pSoldier->bAssignment == PATIENT )
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else if ( IS_PATIENT(pSoldier->bAssignment) )
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{
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SoldierInSectorPatient( pSoldier, pSoldier->usStrategicInsertionData );
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}
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else if ( pSoldier->bAssignment == REPAIR )
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else if ( IS_REPAIR(pSoldier->bAssignment) )
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{
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SoldierInSectorRepair( pSoldier, pSoldier->usStrategicInsertionData );
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}
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@@ -7525,7 +7525,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
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{
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if ( ( pSoldier->bInSector ) && ( gfWorldLoaded ) )
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{
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if ( pSoldier->bAssignment == DOCTOR )
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if ( IS_DOCTOR(pSoldier->bAssignment) )
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{
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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@@ -7537,7 +7537,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
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}
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}
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else if ( pSoldier->bAssignment == REPAIR )
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else if ( IS_REPAIR(pSoldier->bAssignment) )
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{
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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@@ -7548,7 +7548,7 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
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pSoldier->ChangeSoldierState( STANDING, 1, TRUE );
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}
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}
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else if ( pSoldier->bAssignment == PATIENT )
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else if ( IS_PATIENT(pSoldier->bAssignment) )
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{
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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@@ -7588,8 +7588,8 @@ void AssignmentDone( SOLDIERTYPE *pSoldier, BOOLEAN fSayQuote, BOOLEAN fMeToo )
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if ( fSayQuote )
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{
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if ( pSoldier->bAssignment == DOCTOR || pSoldier->bAssignment == REPAIR ||
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pSoldier->bAssignment == PATIENT || pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
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if (IS_DOCTOR( pSoldier->bAssignment ) || IS_REPAIR( pSoldier->bAssignment ) ||
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IS_PATIENT( pSoldier->bAssignment ) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
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{
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TacticalCharacterDialogue( pSoldier, QUOTE_ASSIGNMENT_COMPLETE );
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}
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@@ -7667,7 +7667,7 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
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return;
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}
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// any bleeding pts - can' recover if still bleeding!
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// any bleeding pts - can't recover if still bleeding!
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if( pSoldier->bBleeding != 0 )
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{
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return;
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@@ -7675,15 +7675,15 @@ void HandleHealingByNaturalCauses( SOLDIERTYPE *pSoldier )
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// not bleeding and injured...
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if( pSoldier->bAssignment == ASSIGNMENT_POW )
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if ((pSoldier->flags.fMercAsleep == TRUE) || (IS_PATIENT(pSoldier->bAssignment) && !IS_DOCTOR(pSoldier->bAssignment)) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
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{
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bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
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}
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else if( pSoldier->bAssignment == ASSIGNMENT_POW )
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{
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// use high activity level to simulate stress, torture, poor conditions for healing
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bActivityLevelDivisor = gGameExternalOptions.ubHighActivityLevel;
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}
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if( ( pSoldier->flags.fMercAsleep == TRUE ) || ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) )
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{
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bActivityLevelDivisor = gGameExternalOptions.ubLowActivityLevel;
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}
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else if ( pSoldier->bAssignment < ON_DUTY )
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{
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// if time is being compressed, and the soldier is not moving strategically
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@@ -7783,6 +7783,10 @@ void UpDateSoldierLife( SOLDIERTYPE *pSoldier )
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pSoldier->bBleeding = pSoldier->stats.bLifeMax - pSoldier->stats.bLife;
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}
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// Autobandage assigned patients - they might still show bleeding for the first minute, but I haven't seen them lose life from it yet.
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if (pSoldier->bBleeding > 0)
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AddStrategicEvent( EVENT_BANDAGE_BLEEDING_MERCS, GetWorldTotalMin() + 1, 0 );
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// SANDRO - when being healed normally, reduce insta-healable HPs value
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if ( gGameOptions.fNewTraitSystem && pSoldier->iHealableInjury > 0 )
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{
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@@ -12062,7 +12066,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
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continue; // is nowhere around!
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if (( pSoldier->ubID == pMedic->ubID ) || ( pMedic->bAssignment != DOCTOR ))
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if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
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continue; // cannot make surgery on self or not on the right assignment!
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bSlot = FindMedKit( pMedic );
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@@ -12114,7 +12118,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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case( EPC_MENU_REMOVE ):
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fShowAssignmentMenu = FALSE;
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UnEscortEPC( pSoldier );
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UnEscortEPC( pSoldier );
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break;
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case( EPC_MENU_CANCEL ):
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@@ -12306,7 +12310,7 @@ void AssignmentMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( !(pMedic->bActive) || !(pMedic->bInSector) || ( pMedic->flags.uiStatusFlags & SOLDIER_VEHICLE ) || (pMedic->bAssignment == VEHICLE ) )
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continue; // is nowhere around!
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if (( pSoldier->ubID == pMedic->ubID ) || ( pMedic->bAssignment != DOCTOR ))
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if ( (pSoldier->ubID == pMedic->ubID) || !IS_DOCTOR(pMedic->bAssignment) )
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continue; // cannot make surgery on self or not on the right assignment!
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bSlot = FindMedKit( pMedic );
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@@ -14765,7 +14769,7 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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AssignMercToAMovementGroup( pSoldier );
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}
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break;
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case( PATIENT ):
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CASE_PATIENT:
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if( CanCharacterPatient( pSoldier ) )
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{
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// set as doctor
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@@ -14793,18 +14797,18 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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TakeSoldierOutOfVehicle( pSoldier );
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}
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if( ( pSoldier->bAssignment != PATIENT ) )
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if ((pSoldier->bAssignment != bAssignment))
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, PATIENT );
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ChangeSoldiersAssignment( pSoldier, bAssignment );
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AssignMercToAMovementGroup( pSoldier );
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}
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break;
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case( DOCTOR ):
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CASE_DOCTOR:
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if( CanCharacterDoctor( pSoldier ) )
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{
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pSoldier->bOldAssignment = pSoldier->bAssignment;
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@@ -14823,12 +14827,12 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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TakeSoldierOutOfVehicle( pSoldier );
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}
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if( ( pSoldier->bAssignment != DOCTOR ) )
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if ((pSoldier->bAssignment != bAssignment))
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, DOCTOR );
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ChangeSoldiersAssignment( pSoldier, bAssignment );
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MakeSureMedKitIsInHand( pSoldier );
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AssignMercToAMovementGroup( pSoldier );
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@@ -15050,7 +15054,7 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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}
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break;
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case( REPAIR ):
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CASE_REPAIR:
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if( CanCharacterRepair( pSoldier ) )
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{
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pSoldier->bOldAssignment = pSoldier->bAssignment;
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@@ -15064,12 +15068,12 @@ void SetSoldierAssignment( SOLDIERTYPE *pSoldier, INT8 bAssignment, INT32 iParam
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TakeSoldierOutOfVehicle( pSoldier );
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}
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if( ( pSoldier->bAssignment != REPAIR ) ||( pSoldier->flags.fFixingSAMSite != ( UINT8 )iParam1 ) || ( pSoldier->flags.fFixingRobot != ( UINT8 )iParam2 ) || ( pSoldier->bVehicleUnderRepairID != ( UINT8 )iParam3 ) )
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if ((pSoldier->bAssignment != bAssignment) || (pSoldier->flags.fFixingSAMSite != (UINT8)iParam1) || (pSoldier->flags.fFixingRobot != (UINT8)iParam2) || (pSoldier->bVehicleUnderRepairID != (UINT8)iParam3))
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{
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SetTimeOfAssignmentChangeForMerc( pSoldier );
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}
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ChangeSoldiersAssignment( pSoldier, REPAIR );
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ChangeSoldiersAssignment( pSoldier, bAssignment );
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MakeSureToolKitIsInHand( pSoldier );
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AssignMercToAMovementGroup( pSoldier );
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pSoldier->flags.fFixingSAMSite = ( UINT8 )iParam1;
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@@ -16399,55 +16403,56 @@ void BandageBleedingDyingPatientsBeingTreated( )
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// and he is bleeding or dying
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if( ( pSoldier->bBleeding ) || ( pSoldier->stats.bLife < OKLIFE ) )
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{
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// if soldier is receiving care
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if( ( pSoldier->bAssignment == PATIENT ) || ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL ) || ( pSoldier->bAssignment == DOCTOR ) )
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// if in the hospital
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if ((pSoldier->bAssignment == FACILITY_PATIENT) || (pSoldier->bAssignment == ASSIGNMENT_HOSPITAL))
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{
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// if in the hospital
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if ( pSoldier->bAssignment == ASSIGNMENT_HOSPITAL )
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// this is instantaneous, and doesn't use up any bandages!
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// stop bleeding automatically
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pSoldier->bBleeding = 0;
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if ( pSoldier->stats.bLife < OKLIFE )
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{
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// this is instantaneous, and doesn't use up any bandages!
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// stop bleeding automatically
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pSoldier->bBleeding = 0;
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if ( pSoldier->stats.bLife < OKLIFE )
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// SANDRO - added to alter the value of insta-healable injuries for doctors
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if (pSoldier->iHealableInjury > 0)
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{
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// SANDRO - added to alter the value of insta-healable injuries for doctors
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if (pSoldier->iHealableInjury > 0)
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{
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pSoldier->iHealableInjury -= ((OKLIFE - pSoldier->stats.bLife) * 100);
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}
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pSoldier->stats.bLife = OKLIFE;
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pSoldier->iHealableInjury -= ((OKLIFE - pSoldier->stats.bLife) * 100);
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}
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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 );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user