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Convert to SoldierID
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+5
-5
@@ -108,10 +108,10 @@ INT32 giCounterPeriodOverlay = 0;
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BOOLEAN gfExitToNewSector = FALSE;
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//UINT8 gubNewSectorExitDirection;
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BOOLEAN gfGameScreenLocateToSoldier = FALSE;
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BOOLEAN gfEnteringMapScreen = FALSE;
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UINT32 uiOldMouseCursor;
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UINT16 gubPreferredInitialSelectedGuy = NOBODY;
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BOOLEAN gfGameScreenLocateToSoldier = FALSE;
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BOOLEAN gfEnteringMapScreen = FALSE;
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UINT32 uiOldMouseCursor;
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SoldierID gubPreferredInitialSelectedGuy = NOBODY;
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BOOLEAN gfTacticalIsModal = FALSE;
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MOUSE_REGION gTacticalDisableRegion;
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@@ -1038,7 +1038,7 @@ void TacticalScreenLocateToSoldier( )
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if ( gubPreferredInitialSelectedGuy != NOBODY )
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{
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// ATE: Put condition here...
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if ( OK_CONTROLLABLE_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) && OK_INTERRUPT_MERC( MercPtrs[ gubPreferredInitialSelectedGuy ] ) )
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if ( OK_CONTROLLABLE_MERC( gubPreferredInitialSelectedGuy ) && OK_INTERRUPT_MERC( gubPreferredInitialSelectedGuy ) )
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{
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LocateSoldier( gubPreferredInitialSelectedGuy, 10 );
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SelectSoldier( gubPreferredInitialSelectedGuy, FALSE, TRUE );
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+5
-5
@@ -1,7 +1,7 @@
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#ifndef _GAMESCREEN_H
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#define _GAMESCREEN_H
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#include "Overhead Types.h"
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#include "fade screen.h"
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#define ARE_IN_FADE_IN( ) ( gfFadeIn || gfFadeInitialized )
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@@ -14,9 +14,9 @@ void FadeOutGameScreen( );
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typedef void (*MODAL_HOOK)( void );
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extern BOOLEAN gfGameScreenLocateToSoldier;
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extern BOOLEAN gfEnteringMapScreen;
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extern UINT16 gubPreferredInitialSelectedGuy;
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extern BOOLEAN gfGameScreenLocateToSoldier;
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extern BOOLEAN gfEnteringMapScreen;
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extern SoldierID gubPreferredInitialSelectedGuy;
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void EnterMapScreen( );
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@@ -41,4 +41,4 @@ void InitHelicopterEntranceByMercs( void );
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void InternalLeaveTacticalScreen( UINT32 uiNewScreen );
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#endif
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#endif
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