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synced 2026-07-22 13:40:22 +02:00
Fix AI soldiers losing ready stance while deciding next move
Fix LUA crashing when game shuts down (caused by incomplete merge) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1541 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -5491,7 +5491,7 @@ void MakeSureToolKitIsInHand( SOLDIERTYPE *pSoldier )
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{
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if( Item[pSoldier -> inv[ bPocket ].usItem].toolkit )
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{
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SwapObjs( pSoldier, HANDPOS, bPocket );
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SwapObjs( pSoldier, HANDPOS, bPocket, TRUE );
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break;
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}
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}
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@@ -5519,7 +5519,7 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier )
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if ( Item[pSoldier -> inv[ bPocket ].usItem].medicalkit )
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{
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fCharacterInfoPanelDirty = TRUE;
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SwapObjs( pSoldier, HANDPOS, bPocket );
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SwapObjs( pSoldier, HANDPOS, bPocket, TRUE );
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return(TRUE);
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}
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}
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@@ -5539,14 +5539,14 @@ BOOLEAN MakeSureMedKitIsInHand( SOLDIERTYPE *pSoldier )
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if( ( Item[ pSoldier -> inv[ HANDPOS ].usItem ].twohanded ) && ( bPocket >= SMALLPOCK1POS ) )
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{
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// first move from hand to second hand
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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// dirty mapscreen and squad panels
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fCharacterInfoPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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SwapObjs( pSoldier, HANDPOS, bPocket );
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SwapObjs( pSoldier, HANDPOS, bPocket, TRUE );
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return(TRUE);
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@@ -463,7 +463,7 @@ void AutoBandage( BOOLEAN fStart )
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if ( pSoldier->bSlotItemTakenFrom != NO_SLOT )
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{
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// swap our old hand item back to the main hand
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SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom );
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SwapObjs( pSoldier, HANDPOS, pSoldier->bSlotItemTakenFrom, TRUE );
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}
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// ATE: Make everyone stand up!
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@@ -1196,7 +1196,7 @@ BOOLEAN HandleTalkingMenuEscape( BOOLEAN fCanDelete , BOOLEAN fFromEscKey )
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void HandleTalkingMenuBackspace( void )
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{
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FACETYPE *pFace;
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BOOLEAN fTalking = FALSE;
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//BOOLEAN fTalking = FALSE;
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if ( !gfInTalkPanel )
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{
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@@ -2225,7 +2225,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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bItemIn = FindAIUsableObjClass( pSoldier, IC_GUN );
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if (bItemIn != NO_SLOT && bItemIn != HANDPOS)
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{
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SwapObjs( pSoldier, HANDPOS, bItemIn );
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SwapObjs( pSoldier, HANDPOS, bItemIn, TRUE );
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sGridNo = pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection );
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SoldierReadyWeapon( pSoldier, (INT16) (sGridNo % WORLD_COLS), (INT16) (sGridNo / WORLD_COLS), FALSE );
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}
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@@ -3114,7 +3114,7 @@ void HandleNPCDoAction( UINT8 ubTargetNPC, UINT16 usActionCode, UINT8 ubQuoteNum
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if (bMoneySlot < bEmptySlot)
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{
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// move main stash to later in inventory!
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SwapObjs( pSoldier, bEmptySlot, bMoneySlot );
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SwapObjs( pSoldier, bEmptySlot, bMoneySlot, TRUE );
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SoldierGiveItem( pSoldier, pSoldier2, &(pSoldier->inv[ bMoneySlot ] ), bMoneySlot );
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}
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else
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+21
-15
@@ -2136,7 +2136,7 @@ BOOLEAN ValidItemLaunchable( OBJECTTYPE * pObj, UINT16 usAttachment )
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UINT16 GetLauncherFromLaunchable( UINT16 usLaunchable )
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{
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INT32 iLoop = 0;
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UINT16 usItem = NOTHING;
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//UINT16 usItem = NOTHING;
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// look for the section of the array pertaining to this launchable item...
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while( 1 )
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@@ -2380,22 +2380,28 @@ void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 )
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//ADB these 2 functions were created because the code calls SwapObjs all over the place
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//but never handles the effects of that swap!
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void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot)
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void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPermanent)
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{
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PERFORMANCE_MARKER
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SwapObjs(&pSoldier->inv[ leftSlot ], &pSoldier->inv[ rightSlot ]);
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//old usItem for the left slot is now stored in the right slot, and vice versa
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HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, rightSlot, pSoldier->inv[ leftSlot ].usItem, pSoldier->inv[ rightSlot ].usItem);
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if (fPermanent)
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{
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//old usItem for the left slot is now stored in the right slot, and vice versa
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HandleTacticalEffectsOfEquipmentChange(pSoldier, leftSlot, pSoldier->inv[ rightSlot ].usItem, pSoldier->inv[ leftSlot ].usItem);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, rightSlot, pSoldier->inv[ leftSlot ].usItem, pSoldier->inv[ rightSlot ].usItem);
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}
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}
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void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject)
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void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject, BOOLEAN fPermanent)
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{
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PERFORMANCE_MARKER
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SwapObjs(&pSoldier->inv[ slot ], pObject);
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HandleTacticalEffectsOfEquipmentChange(pSoldier, slot, pObject->usItem, pSoldier->inv[ slot ].usItem);
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if (fPermanent)
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{
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HandleTacticalEffectsOfEquipmentChange(pSoldier, slot, pObject->usItem, pSoldier->inv[ slot ].usItem);
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}
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}
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void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex )
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@@ -3265,7 +3271,7 @@ BOOLEAN AttachObject( SOLDIERTYPE * pSoldier, OBJECTTYPE * pTargetObj, OBJECTTYP
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INT32 iCheckResult;
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INT8 bAttachInfoIndex = -1, bAttachComboMerge;
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BOOLEAN fValidLaunchable = FALSE;
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BOOLEAN IsAGLorRL = FALSE;
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//BOOLEAN IsAGLorRL = FALSE;
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if ( pTargetObj->ubNumberOfObjects > 1 )
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@@ -3942,7 +3948,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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if (pSoldier->inv[SECONDHANDPOS].usItem != 0)
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{
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// swap what WAS in the second hand into the cursor
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SwapObjs( pSoldier, SECONDHANDPOS, pObj);
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SwapObjs( pSoldier, SECONDHANDPOS, pObj, TRUE);
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}
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}
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}
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@@ -3988,7 +3994,7 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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if (pObj->ubNumberOfObjects <= 1)
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{
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// swapping
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SwapObjs( pSoldier, bPos, pObj );
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SwapObjs( pSoldier, bPos, pObj, TRUE);
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}
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else
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{
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@@ -4052,13 +4058,13 @@ BOOLEAN PlaceObject( SOLDIERTYPE * pSoldier, INT8 bPos, OBJECTTYPE * pObj )
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}
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else
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{
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SwapObjs( pSoldier, bPos, pObj );
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SwapObjs( pSoldier, bPos, pObj, TRUE );
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}
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}
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else if (pObj->ubNumberOfObjects <= __max( ubSlotLimit, 1 ) )
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{
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// swapping
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SwapObjs( pSoldier, bPos, pObj );
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SwapObjs( pSoldier, bPos, pObj, TRUE );
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}
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else
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{
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@@ -5668,7 +5674,7 @@ void SwapHandItems( SOLDIERTYPE * pSoldier )
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if (pSoldier->inv[HANDPOS].usItem == NOTHING || pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
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{
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// whatever is in the second hand can be swapped to the main hand!
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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else
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@@ -5683,7 +5689,7 @@ void SwapHandItems( SOLDIERTYPE * pSoldier )
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}
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// the main hand is now empty so a swap is going to work...
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}
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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}
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}
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@@ -5700,7 +5706,7 @@ void SwapOutHandItem( SOLDIERTYPE * pSoldier )
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if (pSoldier->inv[SECONDHANDPOS].usItem == NOTHING)
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{
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// just swap the hand item to the second hand
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS );
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SwapObjs( pSoldier, HANDPOS, SECONDHANDPOS, TRUE );
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DirtyMercPanelInterface( pSoldier, DIRTYLEVEL2 );
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return;
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}
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+2
-2
@@ -35,8 +35,8 @@ extern INT8 FindUsableObj( SOLDIERTYPE * pSoldier, UINT16 usItem );
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extern void DeleteObj(OBJECTTYPE * pObj );
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extern void CopyObj( OBJECTTYPE * pSourceObj, OBJECTTYPE * pTargetObj );
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extern void SwapObjs( OBJECTTYPE * pObj1, OBJECTTYPE * pObj2 );
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extern void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot);
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extern void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject);
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extern void SwapObjs(SOLDIERTYPE* pSoldier, int leftSlot, int rightSlot, BOOLEAN fPermanent);
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extern void SwapObjs(SOLDIERTYPE* pSoldier, int slot, OBJECTTYPE* pObject, BOOLEAN fPermanent);
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extern void SwapWithinObj( OBJECTTYPE * pObj, UINT8 ubIndex1, UINT8 ubIndex2 );
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extern void RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex );
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@@ -5279,7 +5279,7 @@ void HandleTeamServices( UINT8 ubTeamNum )
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}
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if ( bSlot != NO_SLOT )
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{
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SwapObjs( pTeamSoldier, HANDPOS, bSlot );
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SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
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}
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else
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{
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@@ -5366,7 +5366,7 @@ void HandlePlayerServices( SOLDIERTYPE *pTeamSoldier )
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if ( bSlot != NO_SLOT )
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{
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SwapObjs( pTeamSoldier, HANDPOS, bSlot );
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SwapObjs( pTeamSoldier, HANDPOS, bSlot, TRUE );
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}
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else
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{
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@@ -1847,7 +1847,7 @@ void GetBloodFromCorpse( SOLDIERTYPE *pSoldier )
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if ( bObjSlot != NO_SLOT )
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{
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SwapObjs( pSoldier, bObjSlot, &Object );
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SwapObjs( pSoldier, bObjSlot, &Object, TRUE );
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}
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}
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@@ -1084,7 +1084,7 @@ BOOLEAN RecruitRPC( UINT8 ubCharNum )
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}
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}
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// swap item to hand
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SwapObjs( pNewSoldier, bSlot, HANDPOS );
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SwapObjs( pNewSoldier, bSlot, HANDPOS, TRUE );
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}
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}
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@@ -3110,7 +3110,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else if ( bSlot2 != ITEM_NOT_FOUND )
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{
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SwapObjs( pTeamSoldier, bSlot1, bSlot2 );
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SwapObjs( pTeamSoldier, bSlot1, bSlot2, TRUE );
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}
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break;
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}
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@@ -3153,7 +3153,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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}
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else if ( bSlot2 != ITEM_NOT_FOUND )
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{
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SwapObjs( pTeamSoldier, bSlot1, bSlot2 );
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SwapObjs( pTeamSoldier, bSlot1, bSlot2, TRUE );
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}
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break;
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}
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@@ -2319,8 +2319,10 @@ void RearrangePocket(SOLDIERTYPE *pSoldier, INT8 bPocket1, INT8 bPocket2, UINT8
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{
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"RearrangePocket");
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// NB there's no such thing as a temporary swap for now...
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// 0verhaul: There is now! If not permanent, don't lose weapon ready status because the
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// weapon will be restored after the trial situation is finished.
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//SwapObjs( &(pSoldier->inv[bPocket1]), &(pSoldier->inv[bPocket2]) );
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SwapObjs( pSoldier, bPocket1, bPocket2 );
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SwapObjs( pSoldier, bPocket1, bPocket2, bPermanent );
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DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"RearrangePocket done");
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}
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@@ -429,7 +429,7 @@ INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
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{
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pSoldier->bSlotItemTakenFrom = bSlot;
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SwapObjs( pSoldier, HANDPOS, bSlot );
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SwapObjs( pSoldier, HANDPOS, bSlot, TRUE );
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/*
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memset( &TempObj, 0, sizeof( OBJECTTYPE ) );
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// move the med kit out to temp obj
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@@ -452,7 +452,7 @@ INT8 DecideAutoBandage( SOLDIERTYPE * pSoldier )
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{
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pSoldier->bSlotItemTakenFrom = bSlot;
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SwapObjs( pSoldier, HANDPOS, bSlot );
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SwapObjs( pSoldier, HANDPOS, bSlot, TRUE );
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}
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return( pSoldier->bAction );
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}
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+2
-2
@@ -93,7 +93,7 @@ BOOLEAN InitializeGame(void)
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giStartingMemValue = MemGetFree( );
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InitializeLua();
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//InitializeLua();
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ClearAllDebugTopics();
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RegisterJA2DebugTopic( TOPIC_JA2OPPLIST, "Reg" );
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@@ -168,7 +168,7 @@ void ShutdownGame(void)
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//Deletes all the Temp files in the Maps\Temp directory
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InitTacticalSave( FALSE );
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ShutdownLua( );
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//ShutdownLua( );
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FreeGameExternalOptions();
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}
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