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Revert of 9241 and a new more coherent solution which works for hot drops as well.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9242 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -568,7 +568,6 @@ void HandleHeliDrop( BOOLEAN fPlayer )
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#else
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#else
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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MercPtrs[gusHeliSeats[cnt]]->ubDirection = EAST;
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// sevenfm: if soldiers land into enemy sector, use gsGridNoSweetSpot
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// sevenfm: if soldiers land into enemy sector, use gsGridNoSweetSpot
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//MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
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//MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
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MercPtrs[gusHeliSeats[cnt]]->usStrategicInsertionData = gsGridNoSweetSpot;
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MercPtrs[gusHeliSeats[cnt]]->usStrategicInsertionData = gsGridNoSweetSpot;
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@@ -42,7 +42,7 @@
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//forward declarations of common classes to eliminate includes
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//forward declarations of common classes to eliminate includes
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class OBJECTTYPE;
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class OBJECTTYPE;
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class SOLDIERTYPE;
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class SOLDIERTYPE;
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extern BOOLEAN gfHandleHeli;
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// Adds a soldier to a world gridno and set's direction
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// Adds a soldier to a world gridno and set's direction
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void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
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void AddSoldierToSectorGridNo( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT8 ubDirection, BOOLEAN fUseAnimation, UINT16 usAnimState, UINT16 usAnimCode );
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@@ -1317,7 +1317,7 @@ BOOLEAN InternalAddSoldierToSector( UINT8 ubID, BOOLEAN fCalculateDirection, BOO
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}
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}
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//Add
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//Add
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if(gTacticalStatus.uiFlags & LOADING_SAVED_GAME || (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !gfEnteredFromTacticalPlacement))
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if(gTacticalStatus.uiFlags & LOADING_SAVED_GAME || (pSoldier->ubStrategicInsertionCode == INSERTION_CODE_GRIDNO && !gfHandleHeli && !gfEnteredFromTacticalPlacement))
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AddSoldierToSectorGridNo( pSoldier, sGridNo, pSoldier->ubDirection, TRUE, -1, 0);//shadooow: hack to make sure animations aren't changed
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AddSoldierToSectorGridNo( pSoldier, sGridNo, pSoldier->ubDirection, TRUE, -1, 0);//shadooow: hack to make sure animations aren't changed
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else
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else
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AddSoldierToSectorGridNo( pSoldier, sGridNo, ubDirection, fUseAnimation, usAnimState, usAnimCode );
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AddSoldierToSectorGridNo( pSoldier, sGridNo, ubDirection, fUseAnimation, usAnimState, usAnimCode );
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