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Update Air Raid.cpp
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+20
-20
@@ -79,7 +79,7 @@ typedef struct
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{
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{
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BOOLEAN fInAirRaid;
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BOOLEAN fInAirRaid;
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BOOLEAN fAirRaidScheduled;
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BOOLEAN fAirRaidScheduled;
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UINT8 ubAirRaidMode;
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UINT8 ubAirRaidMode;
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UINT32 uiSoundSample;
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UINT32 uiSoundSample;
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UINT32 uiRaidLastUpdate;
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UINT32 uiRaidLastUpdate;
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BOOLEAN fFadingRaidIn;
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BOOLEAN fFadingRaidIn;
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@@ -87,32 +87,32 @@ typedef struct
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INT8 bNumDives;
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INT8 bNumDives;
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INT8 bMaxDives;
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INT8 bMaxDives;
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BOOLEAN fFadingRaidOut;
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BOOLEAN fFadingRaidOut;
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INT16 sDiveX;
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INT16 sDiveX;
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INT16 sDiveY;
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INT16 sDiveY;
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INT16 sDiveTargetLocation;
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INT16 sDiveTargetLocation;
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UINT8 ubDiveDirection;
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UINT8 ubDiveDirection;
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INT16 sNumGridNosMoved;
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INT16 sNumGridNosMoved;
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INT32 iNumTurnsSinceLastDive;
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INT32 iNumTurnsSinceLastDive;
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INT32 iNumTurnsSinceDiveStarted;
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INT32 iNumTurnsSinceDiveStarted;
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INT32 iNumGridNosMovedThisTurn;
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INT32 iNumGridNosMovedThisTurn;
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BOOLEAN fAirRaidHasHadTurn;
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BOOLEAN fAirRaidHasHadTurn;
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UINT8 ubBeginTeamTurn;
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UINT8 ubBeginTeamTurn;
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BOOLEAN fHaveTBBatton;
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BOOLEAN fHaveTBBatton;
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AIR_RAID_DEFINITION AirRaidDef;
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AIR_RAID_DEFINITION AirRaidDef;
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INT16 sRaidSoldierID;
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SoldierID sRaidSoldierID;
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INT16 sNotLocatedYet;
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INT16 sNotLocatedYet;
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INT32 iNumFrames;
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INT32 iNumFrames;
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INT8 bLevel;
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INT8 bLevel;
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INT8 bTeam;
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INT8 bTeam;
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INT8 bSide;
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INT8 bSide;
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SoldierID ubAttackerID;
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SoldierID ubAttackerID;
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UINT16 usAttackingWeapon;
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UINT16 usAttackingWeapon;
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FLOAT dXPos;
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FLOAT dXPos;
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FLOAT dYPos;
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FLOAT dYPos;
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INT16 sX;
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INT16 sX;
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INT16 sY;
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INT16 sY;
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INT32 sGridNo;
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INT32 sGridNo;
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@@ -1349,7 +1349,7 @@ BOOLEAN SaveAirRaidInfoToSaveGameFile( HWFILE hFile )
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//// sAirRaidSaveStruct.sRaidSoldierID = gpRaidSoldier->ubID;
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//// sAirRaidSaveStruct.sRaidSoldierID = gpRaidSoldier->ubID;
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// }
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// }
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// else
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// else
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sAirRaidSaveStruct.sRaidSoldierID = -1;
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sAirRaidSaveStruct.sRaidSoldierID = NOBODY;
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memcpy( &sAirRaidSaveStruct.AirRaidDef, &gAirRaidDef, sizeof( AIR_RAID_DEFINITION ) );
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memcpy( &sAirRaidSaveStruct.AirRaidDef, &gAirRaidDef, sizeof( AIR_RAID_DEFINITION ) );
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@@ -1407,9 +1407,9 @@ BOOLEAN LoadAirRaidInfoFromSaveGameFile( HWFILE hFile )
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giNumFrames = sAirRaidSaveStruct.iNumFrames;
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giNumFrames = sAirRaidSaveStruct.iNumFrames;
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if( sAirRaidSaveStruct.sRaidSoldierID != -1 )
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if( sAirRaidSaveStruct.sRaidSoldierID != NOBODY )
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{
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{
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gpRaidSoldier = &Menptr[ sAirRaidSaveStruct.sRaidSoldierID ];
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gpRaidSoldier = sAirRaidSaveStruct.sRaidSoldierID;
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gpRaidSoldier->pathing.bLevel = sAirRaidSaveStruct.bLevel;
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gpRaidSoldier->pathing.bLevel = sAirRaidSaveStruct.bLevel;
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gpRaidSoldier->bTeam = sAirRaidSaveStruct.bTeam;
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gpRaidSoldier->bTeam = sAirRaidSaveStruct.bTeam;
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