mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Convert to SoldierID
This commit is contained in:
+61
-61
@@ -293,7 +293,7 @@ BOOLEAN gfResetUIMovementOptimization = FALSE;
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BOOLEAN gfResetUIItemCursorOptimization = FALSE;
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BOOLEAN gfBeginVehicleCursor = FALSE;
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INT32 gsOutOfRangeGridNo = NOWHERE;
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UINT16 gubOutOfRangeMerc = NOBODY;
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SoldierID gubOutOfRangeMerc = NOBODY;
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BOOLEAN gfOKForExchangeCursor = FALSE;
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UINT32 guiUIInterfaceSwapCursorsTime = 0;
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INT32 gsJumpOverGridNo = 0;
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@@ -463,29 +463,29 @@ BOOLEAN gfUICanBeginAllMoveCycle = FALSE; // GEts set so we know that the ne
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INT32 gsSelectedGridNo = 0;
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INT16 gsSelectedLevel = I_GROUND_LEVEL;
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INT16 gsSelectedGuy = NOBODY;
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SoldierID gsSelectedGuy = NOBODY;
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BOOLEAN gfUIDisplayDamage = FALSE;
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INT8 gbDamage = 0;
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INT32 gsDamageGridNo = 0;
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BOOLEAN gfUIDisplayDamage = FALSE;
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INT8 gbDamage = 0;
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INT32 gsDamageGridNo = 0;
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BOOLEAN gfUIRefreshArrows = FALSE;
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BOOLEAN gfUIRefreshArrows = FALSE;
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// Thse flags are not re-set after each frame
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BOOLEAN gfPlotNewMovement = FALSE;
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BOOLEAN gfPlotNewMovementNOCOST = FALSE;
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UINT32 guiShowUPDownArrows = ARROWS_HIDE_UP | ARROWS_HIDE_DOWN;
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INT8 gbAdjustStanceDiff = 0;
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INT8 gbClimbID = 0;
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BOOLEAN gfPlotNewMovement = FALSE;
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BOOLEAN gfPlotNewMovementNOCOST = FALSE;
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UINT32 guiShowUPDownArrows = ARROWS_HIDE_UP | ARROWS_HIDE_DOWN;
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INT8 gbAdjustStanceDiff = 0;
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INT8 gbClimbID = 0;
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BOOLEAN gfUIShowExitEast = FALSE;
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BOOLEAN gfUIShowExitWest = FALSE;
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BOOLEAN gfUIShowExitNorth = FALSE;
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BOOLEAN gfUIShowExitSouth = FALSE;
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BOOLEAN gfUIShowExitExitGrid = FALSE;
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BOOLEAN gfUIShowExitEast = FALSE;
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BOOLEAN gfUIShowExitWest = FALSE;
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BOOLEAN gfUIShowExitNorth = FALSE;
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BOOLEAN gfUIShowExitSouth = FALSE;
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BOOLEAN gfUIShowExitExitGrid = FALSE;
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BOOLEAN gfUINewStateForIntTile = FALSE;
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BOOLEAN gfUINewStateForIntTile = FALSE;
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BOOLEAN gfUIForceReExamineCursorData = FALSE;
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@@ -2210,7 +2210,7 @@ UINT32 UIHandleCMoveMerc( UI_EVENT *pUIEvent )
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// anv: if we selected vehicle driver, move his vehicle
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if ( pSoldier->flags.uiStatusFlags & (SOLDIER_DRIVER ) )
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{
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pSoldier = GetSoldierStructureForVehicle( MercPtrs[ pSoldier->ubID ]->iVehicleId );
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pSoldier = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
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// anv: if shift is pressed, treat is as ram + move - flag has to be set for later add structure checks
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if ( _KeyDown( SHIFT ) )
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{
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@@ -2981,7 +2981,7 @@ UINT32 UIHandleCAMercShoot( UI_EVENT *pUIEvent )
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if ( gfUIFullTargetFound )
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{
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// Get target soldier, if one exists
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pTSoldier = MercPtrs[ gusUIFullTargetID ];
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pTSoldier = gusUIFullTargetID;
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}
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if ( pTSoldier != NULL )
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@@ -3464,7 +3464,7 @@ BOOLEAN SelectedMercCanAffordMove( )
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return( FALSE );
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}
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void GetMercClimbDirection( UINT16 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
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void GetMercClimbDirection( SoldierID ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp )
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{
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INT8 bNewDirection;
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SOLDIERTYPE *pSoldier;
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@@ -3625,11 +3625,11 @@ void ToggleLookCursorMode( UINT32 *puiNewEvent )
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BOOLEAN UIHandleOnMerc( BOOLEAN fMovementMode )
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{
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SOLDIERTYPE *pSoldier;
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UINT16 usSoldierIndex;
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UINT32 uiMercFlags;
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INT32 usMapPos;
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BOOLEAN fFoundMerc = FALSE;
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SOLDIERTYPE *pSoldier;
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SoldierID usSoldierIndex;
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UINT32 uiMercFlags;
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INT32 usMapPos;
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BOOLEAN fFoundMerc = FALSE;
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if( !GetMouseMapPos( &usMapPos) )
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{
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@@ -3768,16 +3768,16 @@ BOOLEAN UIHandleOnMerc( BOOLEAN fMovementMode )
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ErasePath( TRUE );
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// Show cursor with highlight on selected merc
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guiNewUICursor = NO_UICURSOR;
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guiNewUICursor = NO_UICURSOR;
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// Show cursor with highlight
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gfUIHandleSelection = ENEMY_GUY_SELECTION;
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gsSelectedGridNo = pSoldier->sGridNo;
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gsSelectedLevel = pSoldier->pathing.bLevel;
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gfUIHandleSelection = ENEMY_GUY_SELECTION;
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gsSelectedGridNo = pSoldier->sGridNo;
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gsSelectedLevel = pSoldier->pathing.bLevel;
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}
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}
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gfUIHandleSelectionAboveGuy = TRUE;
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gsSelectedGuy = usSoldierIndex;
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gfUIHandleSelectionAboveGuy = TRUE;
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gsSelectedGuy = usSoldierIndex;
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}
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}
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else
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@@ -3838,9 +3838,9 @@ UINT32 UIHandleIETOnTerrain( UI_EVENT *pUIEvent )
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}
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void UIHandleSoldierStanceChange( UINT16 ubSoldierID, INT8 bNewStance )
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void UIHandleSoldierStanceChange( SoldierID ubSoldierID, INT8 bNewStance )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
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SOLDIERTYPE *pSoldier = ubSoldierID;
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if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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{
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@@ -4058,7 +4058,7 @@ void GetCursorMovementFlags( UINT32 *puiCursorFlags )
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BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT32 usMapPos, UINT32 uiFlags )
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{
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BOOLEAN fSetCursor = FALSE;
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static UINT16 usTargetID = NOBODY;
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static SoldierID usTargetID = NOBODY;
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static BOOLEAN fTargetFound = FALSE;
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BOOLEAN fTargetFoundAndLookingForOne = FALSE;
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@@ -4588,7 +4588,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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// Check if we are on a target
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if ( gfUIFullTargetFound )
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{
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sActionGridNo = FindAdjacentGridEx( pSoldier, MercPtrs[ gusUIFullTargetID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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sActionGridNo = FindAdjacentGridEx( pSoldier, gusUIFullTargetID->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo == -1 )
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{
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sActionGridNo = sAdjustedGridNo;
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@@ -4596,7 +4596,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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/////////////////////////////////////////////////////////////////////////////////////////
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// CHANGED BY SANDRO - REDUCE AP COST TO STEAL FOR MARTIAL ARTS AND HAND TO HAND NEW TRAITS
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if (MercPtrs[ gusUIFullTargetID ]->bCollapsed && gGameExternalOptions.fEnhancedCloseCombatSystem)
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if (gusUIFullTargetID->bCollapsed && gGameExternalOptions.fEnhancedCloseCombatSystem)
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{
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sAPCost += (GetBasicAPsToPickupItem( pSoldier )); // stealing from collapsed soldiers is treated differently
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}
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@@ -4641,7 +4641,7 @@ INT8 DrawUIMovementPath( SOLDIERTYPE *pSoldier, INT32 usMapPos, UINT32 uiFlags )
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{
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if ( gfUIFullTargetFound )
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{
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sActionGridNo = FindAdjacentGridEx( pSoldier, MercPtrs[ gusUIFullTargetID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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sActionGridNo = FindAdjacentGridEx( pSoldier, gusUIFullTargetID->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if (!TileIsOutOfBounds(sActionGridNo))
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{
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@@ -4813,7 +4813,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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}
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if ( IsRepairableStructAtGridNo( usMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
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@@ -4830,7 +4830,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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}
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if ( IsRefuelableStructAtGridNo( usMapPos, NULL ) && pSoldier->pathing.bLevel == 0 )
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@@ -4847,7 +4847,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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}
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if ( pSoldier->pathing.bLevel == 0 )
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@@ -4874,7 +4874,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[gusUIFullTargetID]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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}
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UINT16 structindex;
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@@ -4893,7 +4893,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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return( TRUE );
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}
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@@ -4916,7 +4916,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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if ( pSoldier->ubID != gusUIFullTargetID && MercPtrs[gusUIFullTargetID]->IsValidBloodDonor() )
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if ( pSoldier->ubID != gusUIFullTargetID && gusUIFullTargetID->IsValidBloodDonor() )
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return( TRUE );
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}
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}
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@@ -4930,7 +4930,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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if ( pSoldier->ubID != gusUIFullTargetID && MercPtrs[gusUIFullTargetID]->CanReceiveSplint() )
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if ( pSoldier->ubID != gusUIFullTargetID && gusUIFullTargetID->CanReceiveSplint() )
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return( TRUE );
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}
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}
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@@ -4944,7 +4944,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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{
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if ( gfUIFullTargetFound )
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{
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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return( TRUE );
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}
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@@ -4998,7 +4998,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier )
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}
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// IF a guy's here, chack if they need medical help!
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pTSoldier = MercPtrs[ gusUIFullTargetID ];
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pTSoldier = gusUIFullTargetID;
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// If we are a vehicle...
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if ( ( pTSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_ROBOT ) ) )
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@@ -5578,12 +5578,12 @@ UINT32 UIHandleLCLook( UI_EVENT *pUIEvent )
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UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
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{
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SOLDIERTYPE *pSoldier;
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UINT16 ubTargID;
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UINT32 uiRange;
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INT32 usMapPos;
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BOOLEAN fValidTalkableGuy = FALSE;
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INT32 sTargetGridNo;
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SOLDIERTYPE *pSoldier;
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SoldierID ubTargID;
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UINT32 uiRange;
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INT32 usMapPos;
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BOOLEAN fValidTalkableGuy = FALSE;
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INT32 sTargetGridNo;
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// Get soldier
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if ( !GetSoldier( &pSoldier, gusSelectedSoldier ) )
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@@ -5616,7 +5616,7 @@ UINT32 UIHandleTOnTerrain( UI_EVENT *pUIEvent )
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// Get distance away
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if ( fValidTalkableGuy )
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{
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sTargetGridNo = MercPtrs[ ubTargID ]->sGridNo;
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sTargetGridNo = ubTargID->sGridNo;
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}
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uiRange = PythSpacesAway( pSoldier->sGridNo, sTargetGridNo );
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@@ -6365,7 +6365,7 @@ UINT32 UIHandleLAEndLockOurTurn( UI_EVENT *pUIEvent )
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BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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BOOLEAN IsValidTalkableNPCFromMouse( SoldierID *pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed )
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{
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// Check if there is a guy here to talk to!
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if ( gfUIFullTargetFound )
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@@ -6790,7 +6790,7 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT32 usM
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// unless we are over our own vehicle, then we can call vehicle menu
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if( gfUIFullTargetFound )
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{
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pTSoldier = MercPtrs[ gusUIFullTargetID ];
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pTSoldier = gusUIFullTargetID;
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if( pSoldier->iVehicleId == pTSoldier->bVehicleID )
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{
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guiNewUICursor = ENTER_VEHICLE_UICURSOR;
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@@ -6803,7 +6803,7 @@ INT8 UIHandleInteractiveTilesAndItemsOnTerrain( SOLDIERTYPE *pSoldier, INT32 usM
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if ( gfUIFullTargetFound )
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{
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pTSoldier = MercPtrs[ gusUIFullTargetID ];
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pTSoldier = gusUIFullTargetID;
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// anv: added condition - make sure we won't put vehicle in another vehicle
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if ( OK_ENTERABLE_VEHICLE( pTSoldier ) && pTSoldier->bVisible != -1 && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER | SOLDIER_VEHICLE ) ) )
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@@ -7198,7 +7198,7 @@ BOOLEAN ValidQuickExchangePosition( )
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// Check if we over a civ
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if ( gfUIFullTargetFound )
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{
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pOverSoldier = MercPtrs[ gusUIFullTargetID ];
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pOverSoldier = gusUIFullTargetID;
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//KM: Replaced this older if statement for the new one which allows exchanging with militia
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//if ( ( pOverSoldier->bSide != gbPlayerNum ) && pOverSoldier->aiData.bNeutral )
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@@ -7265,7 +7265,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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INT32 sFourGrids[4], sDistance=0, sSpot, sInBetween, sInBetween2, iDoorGridNo;
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static const UINT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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UINT16 ubGuyThere;
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SoldierID ubGuyThere;
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UINT8 ubMovementCost, ubDirection;
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INT8 bTileHeight = 0;
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@@ -7370,7 +7370,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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ubGuyThere = WhoIsThere2( sInBetween, pSoldier->pathing.bLevel );
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID )
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{
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if ( gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
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if ( gAnimControl[ ubGuyThere->usAnimState ].ubHeight != ANIM_PRONE )
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{
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return( FALSE );
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}
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@@ -7444,12 +7444,12 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fChec
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// If there's a guy on any of the two middle tiles, and he's not prone, we can't jump over him
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ubGuyThere = WhoIsThere2( sInBetween, pSoldier->pathing.bLevel );
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ ubGuyThere->usAnimState ].ubHeight != ANIM_PRONE )
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{
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return( FALSE );
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}
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ubGuyThere = WhoIsThere2( sInBetween2, pSoldier->pathing.bLevel );
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ MercPtrs[ ubGuyThere ]->usAnimState ].ubHeight != ANIM_PRONE )
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if ( ubGuyThere != NOBODY && ubGuyThere != pSoldier->ubID && gAnimControl[ ubGuyThere->usAnimState ].ubHeight != ANIM_PRONE )
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{
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return( FALSE );
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}
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@@ -198,7 +198,7 @@ extern UINT32 guiShowUPDownArrows;
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extern BOOLEAN gfUIHandleSelection;
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extern BOOLEAN gfUIHandleSelectionAboveGuy;
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extern INT32 gsSelectedGridNo;
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extern INT16 gsSelectedGuy;
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extern SoldierID gsSelectedGuy;
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extern BOOLEAN gfUIInDeadlock;
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extern UINT16 gUIDeadlockedSoldier;
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@@ -320,13 +320,13 @@ void AdjustSoldierCreationStartValues( );
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BOOLEAN SelectedMercCanAffordAttack( );
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BOOLEAN SelectedMercCanAffordMove( );
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void GetMercClimbDirection( UINT16 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
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||||
void GetMercClimbDirection( SoldierID ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
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||||
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||||
void ToggleHandCursorMode( UINT32 *puiNewEvent );
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||||
void ToggleTalkCursorMode( UINT32 *puiNewEvent );
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||||
void ToggleLookCursorMode( UINT32 *puiNewEvent );
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||||
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void UIHandleSoldierStanceChange( UINT16 ubSoldierID, INT8 bNewStance );
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void UIHandleSoldierStanceChange( SoldierID ubSoldierID, INT8 bNewStance );
|
||||
void GetCursorMovementFlags( UINT32 *puiCursorFlags );
|
||||
|
||||
BOOLEAN HandleUIMovementCursor( SOLDIERTYPE *pSoldier, UINT32 uiCursorFlags, INT32 usMapPos, UINT32 uiFlags );
|
||||
@@ -334,7 +334,7 @@ BOOLEAN UIMouseOnValidAttackLocation( SOLDIERTYPE *pSoldier );
|
||||
|
||||
BOOLEAN UIOkForItemPickup( SOLDIERTYPE *pSoldier, INT32 sGridNo );
|
||||
|
||||
BOOLEAN IsValidTalkableNPCFromMouse( UINT16 * pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
|
||||
BOOLEAN IsValidTalkableNPCFromMouse( SoldierID *pubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
|
||||
BOOLEAN IsValidTalkableNPC( SoldierID ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMercs, BOOLEAN fCheckCollapsed );
|
||||
|
||||
BOOLEAN HandleTalkInit( );
|
||||
|
||||
@@ -335,7 +335,7 @@ BOOLEAN DrawUICursor( )
|
||||
// If we are over a target, jump to that....
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
gusTargetDropPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
gusTargetDropPos = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
|
||||
// Put tile on the floor
|
||||
|
||||
@@ -8773,23 +8773,23 @@ BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo )
|
||||
|
||||
void DrawItemTileCursor( )
|
||||
{
|
||||
INT32 usMapPos;
|
||||
UINT16 usIndex;
|
||||
UINT16 ubSoldierID;
|
||||
INT16 sAPCost;
|
||||
BOOLEAN fRecalc;
|
||||
UINT32 uiCursorFlags;
|
||||
INT32 sFinalGridNo;
|
||||
UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
BOOLEAN fGiveItem = FALSE;
|
||||
INT32 sActionGridNo;
|
||||
UINT8 ubDirection;
|
||||
static UINT32 uiOldCursorId = 0;
|
||||
static UINT16 usOldMousePos = 0;
|
||||
INT16 sEndZ = 0;
|
||||
INT16 sDist;
|
||||
INT8 bLevel;
|
||||
INT32 usMapPos;
|
||||
UINT16 usIndex;
|
||||
SoldierID ubSoldierID;
|
||||
INT16 sAPCost;
|
||||
BOOLEAN fRecalc;
|
||||
UINT32 uiCursorFlags;
|
||||
INT32 sFinalGridNo;
|
||||
UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
BOOLEAN fGiveItem = FALSE;
|
||||
INT32 sActionGridNo;
|
||||
UINT8 ubDirection;
|
||||
static UINT32 uiOldCursorId = 0;
|
||||
static UINT16 usOldMousePos = 0;
|
||||
INT16 sEndZ = 0;
|
||||
INT16 sDist;
|
||||
INT8 bLevel;
|
||||
|
||||
if (GetMouseMapPos( &usMapPos) )
|
||||
{
|
||||
@@ -9120,15 +9120,15 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
|
||||
}
|
||||
|
||||
|
||||
UINT8 ubDirection;
|
||||
UINT16 ubSoldierID;
|
||||
UINT16 usItem;
|
||||
UINT8 ubDirection;
|
||||
SoldierID ubSoldierID;
|
||||
UINT16 usItem;
|
||||
INT16 sAPCost;
|
||||
SOLDIERTYPE *pSoldier=NULL;
|
||||
UINT8 ubThrowActionCode=0;
|
||||
UINT32 uiThrowActionData=0;
|
||||
UINT32 uiThrowActionData=0;
|
||||
INT16 sEndZ = 0;
|
||||
BOOLEAN fGiveItem = FALSE;
|
||||
BOOLEAN fGiveItem = FALSE;
|
||||
INT32 sGridNo;
|
||||
INT16 sDist;
|
||||
|
||||
|
||||
@@ -6403,10 +6403,10 @@ void ShowRadioLocator( SoldierID ubID, UINT8 ubLocatorSpeed )
|
||||
}
|
||||
}
|
||||
|
||||
void EndRadioLocator( UINT16 ubID )
|
||||
void EndRadioLocator( SoldierID ubID )
|
||||
{
|
||||
MercPtrs[ ubID ]->flags.fFlashLocator = FALSE;
|
||||
MercPtrs[ ubID ]->flags.fShowLocator = FALSE;
|
||||
ubID->flags.fFlashLocator = FALSE;
|
||||
ubID->flags.fShowLocator = FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -108,7 +108,7 @@ extern INT8 gbNewItemCycle[ NUM_INV_SLOTS ];
|
||||
extern UINT8 gubNewItemMerc;
|
||||
|
||||
void ShowRadioLocator( SoldierID ubID, UINT8 ubLocatorSpeed );
|
||||
void EndRadioLocator( UINT16 ubID );
|
||||
void EndRadioLocator( SoldierID ubID );
|
||||
|
||||
|
||||
extern MOUSE_REGION gSMPanelRegion;
|
||||
|
||||
@@ -1667,7 +1667,7 @@ void DrawCTHPixelToBuffer( UINT16 *pBuffer, UINT32 uiPitch, INT16 sLeft, INT16 s
|
||||
|
||||
//QUOTE_SYSTEM_STRUCT soldierTTInfo;
|
||||
|
||||
void DrawSelectedUIAboveGuy( UINT16 usSoldierID )
|
||||
void DrawSelectedUIAboveGuy( SoldierID usSoldierID )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
INT16 sXPos, sYPos;
|
||||
|
||||
@@ -458,7 +458,7 @@ void HandleInterfaceBackgrounds( );
|
||||
void BeginOverlayMessage( UINT32 uiFont, STR16 pFontString, ... );
|
||||
void EndOverlayMessage( );
|
||||
|
||||
void DrawSelectedUIAboveGuy( UINT16 usSoldierID );
|
||||
void DrawSelectedUIAboveGuy( SoldierID usSoldierID );
|
||||
|
||||
// HEADROCK HAM 4: Draw the CTH indicator, using values grabbed from the global CTH array
|
||||
BOOLEAN DrawCTHIndicator();
|
||||
|
||||
+38
-38
@@ -355,7 +355,7 @@ UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
|
||||
|
||||
|
||||
BOOLEAN gfHandleHeli = FALSE;
|
||||
UINT16 gusHeliSeats[ MAX_MERC_IN_HELI ];
|
||||
SoldierID gusHeliSeats[ MAX_MERC_IN_HELI ];
|
||||
INT8 gbNumHeliSeatsOccupied = 0;
|
||||
|
||||
BOOLEAN gfFirstGuyDown = FALSE;
|
||||
@@ -392,7 +392,7 @@ void ResetHeliSeats( )
|
||||
gbNumHeliSeatsOccupied = 0;
|
||||
}
|
||||
|
||||
void AddMercToHeli( UINT16 ubID )
|
||||
void AddMercToHeli( SoldierID ubID )
|
||||
{
|
||||
if ( gbNumHeliSeatsOccupied < MAX_MERC_IN_HELI )
|
||||
{
|
||||
@@ -502,21 +502,21 @@ void HandleHeliDrop( BOOLEAN fPlayer )
|
||||
{
|
||||
// Add merc to sector
|
||||
#ifdef JA2UB
|
||||
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
|
||||
//gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
gusHeliSeats[ cnt ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
|
||||
#else
|
||||
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
|
||||
//gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
gusHeliSeats[ cnt ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
|
||||
#endif
|
||||
// HEADROCK HAM 3.5: Externalized!
|
||||
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
UpdateMercInSector( gusHeliSeats[ cnt ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
|
||||
// Check for merc arrives quotes...
|
||||
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
|
||||
HandleMercArrivesQuotes( gusHeliSeats[ cnt ] );
|
||||
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], gusHeliSeats[ cnt ]->GetName() );
|
||||
|
||||
}
|
||||
|
||||
@@ -558,23 +558,23 @@ void HandleHeliDrop( BOOLEAN fPlayer )
|
||||
{
|
||||
// Add merc to sector
|
||||
#ifdef JA2UB
|
||||
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
|
||||
//gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
gusHeliSeats[ cnt ]->usStrategicInsertionData = gGameUBOptions.LOCATEGRIDNO;
|
||||
#else
|
||||
//MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
//gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
||||
gusHeliSeats[ cnt ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
// sevenfm: if soldiers land into enemy sector, use gsGridNoSweetSpot
|
||||
//MercPtrs[ gusHeliSeats[ cnt ] ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
|
||||
MercPtrs[gusHeliSeats[cnt]]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
//gusHeliSeats[ cnt ]->usStrategicInsertionData = gGameExternalOptions.iInitialMercArrivalLocation;
|
||||
gusHeliSeats[ cnt ]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
#endif
|
||||
// HEADROCK HAM 3.5: Externalized!
|
||||
UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
UpdateMercInSector( gusHeliSeats[ cnt ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
|
||||
// Check for merc arrives quotes...
|
||||
HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
|
||||
HandleMercArrivesQuotes( gusHeliSeats[ cnt ] );
|
||||
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->GetName() );
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], gusHeliSeats[ cnt ]->GetName() );
|
||||
}
|
||||
|
||||
// Remove heli
|
||||
@@ -698,24 +698,24 @@ void HandleHeliDrop( BOOLEAN fPlayer )
|
||||
{
|
||||
// Flugente: it is now possible to use airdrops with soldiers after they have arrived in Arulco. In that case, they might have an animation that breaks EVENT_InitNewSoldierAnim prematurely.
|
||||
// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING animation.
|
||||
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usAnimState = STANDING;
|
||||
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
|
||||
gusHeliSeats[ gbCurDrop ]->usAnimState = STANDING;
|
||||
gusHeliSeats[ gbCurDrop ]->EVENT_InitNewSoldierAnim( HELIDROP, 0 , FALSE );
|
||||
|
||||
// Change insertion code
|
||||
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
gusHeliSeats[ gbCurDrop ]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
gusHeliSeats[ gbCurDrop ]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
|
||||
// HEADROCK HAM 3.5: Externalized!
|
||||
UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
|
||||
UpdateMercInSector( gusHeliSeats[ gbCurDrop ], gGameExternalOptions.ubDefaultArrivalSectorX, gGameExternalOptions.ubDefaultArrivalSectorY, startingZ );
|
||||
//EVENT_SetSoldierPosition( gusHeliSeats[ gbCurDrop ], sWorldX, sWorldY );
|
||||
|
||||
// IF the first guy down, set squad!
|
||||
if ( gfFirstGuyDown )
|
||||
{
|
||||
gfFirstGuyDown = FALSE;
|
||||
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
|
||||
SetCurrentSquad( gusHeliSeats[ gbCurDrop ]->bAssignment, TRUE );
|
||||
}
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->GetName() );
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], gusHeliSeats[ gbCurDrop ]->GetName() );
|
||||
|
||||
++gbCurDrop;
|
||||
|
||||
@@ -1024,7 +1024,7 @@ void HandleFirstHeliDropOfGame( )
|
||||
CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
|
||||
}
|
||||
|
||||
UINT16 SpawnAirDropElite( INT32 sGridNo )
|
||||
SoldierID SpawnAirDropElite( INT32 sGridNo )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
@@ -1076,7 +1076,7 @@ void InitiateEnemyAirDropSoldiers( INT32 sGridNo )
|
||||
|
||||
for ( int i = 0; i < 6; ++i )
|
||||
{
|
||||
UINT16 id = SpawnAirDropElite( gMapInformation.sSouthGridNo + i );
|
||||
SoldierID id = SpawnAirDropElite( gMapInformation.sSouthGridNo + i );
|
||||
|
||||
if ( id == NOBODY )
|
||||
return;
|
||||
@@ -1192,23 +1192,23 @@ void HandleEnemyAirdrop( )
|
||||
{
|
||||
// Flugente: it is now possible to use airdrops with soldiers after they have arrived in Arulco. In that case, they might have an animation that breaks EVENT_InitNewSoldierAnim prematurely.
|
||||
// In the worst case, this can cause the game to be unable to finish the airdrop. For that reason, we set all those soldiers to the STANDING aniamtion.
|
||||
//MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->usAnimState = STANDING;
|
||||
MercPtrs[gusHeliSeats[gbCurDrop]]->EVENT_InitNewSoldierAnim( HELIDROP, 0, FALSE );
|
||||
//gusHeliSeats[ gbCurDrop ]->usAnimState = STANDING;
|
||||
gusHeliSeats[gbCurDrop]->EVENT_InitNewSoldierAnim( HELIDROP, 0, FALSE );
|
||||
|
||||
// Change insertion code
|
||||
MercPtrs[gusHeliSeats[gbCurDrop]]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
MercPtrs[gusHeliSeats[gbCurDrop]]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
gusHeliSeats[gbCurDrop]->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
|
||||
gusHeliSeats[gbCurDrop]->usStrategicInsertionData = gsGridNoSweetSpot;
|
||||
|
||||
// HEADROCK HAM 3.5: Externalized!
|
||||
UpdateMercInSector( MercPtrs[gusHeliSeats[gbCurDrop]], gWorldSectorX, gWorldSectorY, startingZ );
|
||||
UpdateMercInSector( gusHeliSeats[gbCurDrop], gWorldSectorX, gWorldSectorY, startingZ );
|
||||
|
||||
// IF the first guy down, set squad!
|
||||
if ( gfFirstGuyDown )
|
||||
{
|
||||
gfFirstGuyDown = FALSE;
|
||||
//SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
|
||||
//SetCurrentSquad( gusHeliSeats[ gbCurDrop ]->bAssignment, TRUE );
|
||||
}
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[MERC_HAS_ARRIVED_STR], MercPtrs[gusHeliSeats[gbCurDrop]]->GetName( ) );
|
||||
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[MERC_HAS_ARRIVED_STR], gusHeliSeats[gbCurDrop]->GetName( ) );
|
||||
|
||||
++gbCurDrop;
|
||||
|
||||
|
||||
@@ -425,7 +425,7 @@ INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc)
|
||||
}
|
||||
|
||||
|
||||
void MercArrivesCallback( UINT16 ubSoldierID )
|
||||
void MercArrivesCallback( SoldierID ubSoldierID )
|
||||
{
|
||||
MERCPROFILESTRUCT *pMerc;
|
||||
SOLDIERTYPE *pSoldier;
|
||||
@@ -457,7 +457,7 @@ void MercArrivesCallback( UINT16 ubSoldierID )
|
||||
// stop time compression until player restarts it
|
||||
StopTimeCompression();
|
||||
|
||||
pSoldier = &Menptr[ ubSoldierID ];
|
||||
pSoldier = ubSoldierID;
|
||||
|
||||
pMerc = &gMercProfiles[ pSoldier->ubProfile ];
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ extern INT16 gsMercArriveSectorY;
|
||||
|
||||
|
||||
INT8 HireMerc( MERC_HIRE_STRUCT *pHireMerc);
|
||||
void MercArrivesCallback( UINT16 ubSoldierID );
|
||||
void MercArrivesCallback( SoldierID ubSoldierID );
|
||||
BOOLEAN IsMercHireable( UINT8 ubMercID );
|
||||
BOOLEAN IsMercDead( UINT8 ubMercID );
|
||||
UINT16 NumberOfMercsOnPlayerTeam();
|
||||
|
||||
@@ -361,7 +361,7 @@ typedef CHAR8 PaletteRepID[ 30 ];
|
||||
typedef struct
|
||||
{
|
||||
UINT8 ubType;
|
||||
PaletteRepID ID;
|
||||
PaletteRepID ID;
|
||||
UINT8 ubPaletteSize;
|
||||
UINT8 *r;
|
||||
UINT8 *g;
|
||||
|
||||
@@ -1489,7 +1489,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
if( gfUIFullTargetFound )
|
||||
{
|
||||
if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && MercPtrs[ gusUIFullTargetID ]->bTeam != ENEMY_TEAM && !ValidQuickExchangePosition( ) )
|
||||
if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && gusUIFullTargetID->bTeam != ENEMY_TEAM && !ValidQuickExchangePosition( ) )
|
||||
{
|
||||
uiMoveTargetSoldierId = gusUIFullTargetID;
|
||||
*puiNewEvent = T_CHANGE_TO_TALKING;
|
||||
@@ -1536,7 +1536,7 @@ void GetRTMousePositionInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
guiUITargetSoldierId = gusUIFullTargetID;
|
||||
|
||||
if ( MercPtrs[ gusUIFullTargetID ]->bTeam != gbPlayerNum )
|
||||
if ( gusUIFullTargetID->bTeam != gbPlayerNum )
|
||||
{
|
||||
fOnValidGuy = TRUE;
|
||||
}
|
||||
|
||||
+59
-59
@@ -788,65 +788,65 @@ public:
|
||||
void ConvertFrom_101_To_102(const OLDSOLDIERTYPE_101& src);
|
||||
public:
|
||||
// AI STUFF from before the changes to the memory structure
|
||||
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
|
||||
INT8 bLastAction;
|
||||
INT8 bAction;
|
||||
INT32 usActionData;
|
||||
INT8 bNextAction;
|
||||
INT32 usNextActionData;
|
||||
INT8 bActionInProgress;
|
||||
INT8 bAlertStatus;
|
||||
INT8 bOppCnt;
|
||||
INT8 bNeutral;
|
||||
INT8 bNewSituation;
|
||||
INT8 bNextTargetLevel;
|
||||
INT8 bOrders;
|
||||
INT8 bAttitude;
|
||||
INT8 bUnderFire;
|
||||
INT8 bShock;
|
||||
INT8 bUnderEscort;
|
||||
INT8 bBypassToGreen;
|
||||
UINT8 ubLastMercToRadio;
|
||||
INT8 bDominantDir; // AI main direction to face...
|
||||
INT8 bPatrolCnt; // number of patrol gridnos
|
||||
INT8 bNextPatrolPnt; // index to next patrol gridno
|
||||
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
|
||||
INT32 sNoiseGridno;
|
||||
UINT8 ubNoiseVolume;
|
||||
INT8 bLastAttackHit;
|
||||
UINT16 ubXRayedBy;
|
||||
FLOAT dHeightAdjustment;
|
||||
INT8 bMorale;
|
||||
INT8 bTeamMoraleMod;
|
||||
INT8 bTacticalMoraleMod;
|
||||
INT8 bStrategicMoraleMod;
|
||||
INT8 bAIMorale;
|
||||
UINT8 ubPendingAction;
|
||||
UINT8 ubPendingActionAnimCount;
|
||||
UINT32 uiPendingActionData1;
|
||||
INT32 sPendingActionData2;
|
||||
INT8 bPendingActionData3;
|
||||
INT8 ubDoorHandleCode;
|
||||
UINT32 uiPendingActionData4;
|
||||
INT8 bInterruptDuelPts;
|
||||
INT8 bPassedLastInterrupt;
|
||||
INT16 bIntStartAPs; //100AP
|
||||
INT8 bMoved;
|
||||
INT8 bHunting;
|
||||
UINT8 ubLastCall;
|
||||
UINT16 ubCaller;
|
||||
INT32 sCallerGridNo;
|
||||
UINT8 bCallPriority;
|
||||
INT8 bCallActedUpon;
|
||||
INT8 bFrenzied;
|
||||
INT8 bNormalSmell;
|
||||
INT8 bMonsterSmell;
|
||||
INT8 bMobility;
|
||||
INT8 bRTPCombat;
|
||||
INT8 fAIFlags;
|
||||
INT16 bAimTime; //100AP
|
||||
INT8 bShownAimTime;
|
||||
UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
|
||||
INT8 bOppList[MAX_NUM_SOLDIERS]; // AI knowledge database
|
||||
INT8 bLastAction;
|
||||
INT8 bAction;
|
||||
INT32 usActionData;
|
||||
INT8 bNextAction;
|
||||
INT32 usNextActionData;
|
||||
INT8 bActionInProgress;
|
||||
INT8 bAlertStatus;
|
||||
INT8 bOppCnt;
|
||||
INT8 bNeutral;
|
||||
INT8 bNewSituation;
|
||||
INT8 bNextTargetLevel;
|
||||
INT8 bOrders;
|
||||
INT8 bAttitude;
|
||||
INT8 bUnderFire;
|
||||
INT8 bShock;
|
||||
INT8 bUnderEscort;
|
||||
INT8 bBypassToGreen;
|
||||
UINT8 ubLastMercToRadio;
|
||||
INT8 bDominantDir; // AI main direction to face...
|
||||
INT8 bPatrolCnt; // number of patrol gridnos
|
||||
INT8 bNextPatrolPnt; // index to next patrol gridno
|
||||
INT32 sPatrolGrid[MAXPATROLGRIDS];// AI list for ptr->orders==PATROL
|
||||
INT32 sNoiseGridno;
|
||||
UINT8 ubNoiseVolume;
|
||||
INT8 bLastAttackHit;
|
||||
UINT16 ubXRayedBy;
|
||||
FLOAT dHeightAdjustment;
|
||||
INT8 bMorale;
|
||||
INT8 bTeamMoraleMod;
|
||||
INT8 bTacticalMoraleMod;
|
||||
INT8 bStrategicMoraleMod;
|
||||
INT8 bAIMorale;
|
||||
UINT8 ubPendingAction;
|
||||
UINT8 ubPendingActionAnimCount;
|
||||
UINT32 uiPendingActionData1;
|
||||
INT32 sPendingActionData2;
|
||||
INT8 bPendingActionData3;
|
||||
INT8 ubDoorHandleCode;
|
||||
UINT32 uiPendingActionData4;
|
||||
INT8 bInterruptDuelPts;
|
||||
INT8 bPassedLastInterrupt;
|
||||
INT16 bIntStartAPs; //100AP
|
||||
INT8 bMoved;
|
||||
INT8 bHunting;
|
||||
UINT8 ubLastCall;
|
||||
SoldierID ubCaller;
|
||||
INT32 sCallerGridNo;
|
||||
UINT8 bCallPriority;
|
||||
INT8 bCallActedUpon;
|
||||
INT8 bFrenzied;
|
||||
INT8 bNormalSmell;
|
||||
INT8 bMonsterSmell;
|
||||
INT8 bMobility;
|
||||
INT8 bRTPCombat;
|
||||
INT8 fAIFlags;
|
||||
INT16 bAimTime; //100AP
|
||||
INT8 bShownAimTime;
|
||||
UINT8 ubInterruptCounter[MAX_NUM_SOLDIERS]; // SANDRO - interrupt counter added
|
||||
};
|
||||
|
||||
class STRUCT_Flags//last edited at version 102
|
||||
|
||||
@@ -133,7 +133,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
|
||||
{
|
||||
//CHRISL: Changed the second parameter to use the same information as the 'F' hotkey uses.
|
||||
//iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( gusSelectedSoldier->sGridNo, sSoldierGridNo ) / 10;
|
||||
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( gusSelectedSoldier->sGridNo, MercPtrs[ gusUIFullTargetID ]->sGridNo ) / 10;
|
||||
iRangeToTarget = GetRangeInCellCoordsFromGridNoDiff( gusSelectedSoldier->sGridNo, gusUIFullTargetID->sGridNo ) / 10;
|
||||
}
|
||||
// WANNE: If we want to show the tooltip of milita and no merc is present in the sector
|
||||
else
|
||||
@@ -145,7 +145,7 @@ void SoldierTooltip( SOLDIERTYPE* pSoldier )
|
||||
// SANDRO - don't use this if detail set to debug!
|
||||
if ( gGameExternalOptions.gfAllowUDTRange && gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug && !(gTacticalStatus.uiFlags & SHOW_ALL_MERCS) )
|
||||
{
|
||||
uiMaxTooltipDistance = (UINT32)( gusSelectedSoldier->GetMaxDistanceVisible(MercPtrs[ gusUIFullTargetID ]->sGridNo, 0, CALC_FROM_WANTED_DIR) * (gGameExternalOptions.ubUDTModifier));
|
||||
uiMaxTooltipDistance = (UINT32)( gusSelectedSoldier->GetMaxDistanceVisible(gusUIFullTargetID->sGridNo, 0, CALC_FROM_WANTED_DIR) * (gGameExternalOptions.ubUDTModifier));
|
||||
uiMaxTooltipDistance /= 100;
|
||||
}
|
||||
//SCORE: Otherwise if we're using dynamics then do this
|
||||
|
||||
@@ -573,7 +573,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Select guy
|
||||
if ( ( guiUIFullTargetFlags & SELECTED_MERC) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
||||
if ( ( guiUIFullTargetFlags & SELECTED_MERC) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC ) && !( gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
|
||||
{
|
||||
*puiNewEvent = M_CHANGE_TO_ADJPOS_MODE;
|
||||
fIgnoreLeftUp = FALSE;
|
||||
@@ -1250,7 +1250,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
|
||||
if( gfUIFullTargetFound )
|
||||
{
|
||||
// ATE: Don't do this automatically for enemies......
|
||||
if ( MercPtrs[ gusUIFullTargetID ]->bTeam != ENEMY_TEAM )
|
||||
if ( gusUIFullTargetID->bTeam != ENEMY_TEAM )
|
||||
{
|
||||
uiMoveTargetSoldierId = gusUIFullTargetID;
|
||||
if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && !ValidQuickExchangePosition( ) )
|
||||
@@ -1280,7 +1280,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
guiUITargetSoldierId = gusUIFullTargetID;
|
||||
|
||||
if ( MercPtrs[ gusUIFullTargetID ]->bTeam != gbPlayerNum )
|
||||
if ( gusUIFullTargetID->bTeam != gbPlayerNum )
|
||||
{
|
||||
fOnValidGuy = TRUE;
|
||||
//ddd turn off flag that indicates aim/autofire mode adjustment (aimed burst/auto)
|
||||
@@ -3593,7 +3593,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
//Display the range to the target
|
||||
DisplayRangeToTarget( gusSelectedSoldier, MercPtrs[gusUIFullTargetID]->sGridNo );
|
||||
DisplayRangeToTarget( gusSelectedSoldier, gusUIFullTargetID->sGridNo );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -4648,7 +4648,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get soldier...
|
||||
pSoldier2 = MercPtrs[ gusUIFullTargetID ];
|
||||
pSoldier2 = gusUIFullTargetID;
|
||||
|
||||
// Check if both OK....
|
||||
if ( pSoldier1->stats.bLife >= OKLIFE && pSoldier2->ubID != gusSelectedSoldier )
|
||||
@@ -5677,7 +5677,7 @@ INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, UINT
|
||||
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
|
||||
// anv: added condition - make sure we won't put vehicle in another vehicle
|
||||
if ( OK_ENTERABLE_VEHICLE( pTSoldier ) && pTSoldier->bVisible != -1 && OKUseVehicle( pTSoldier->ubProfile ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER | SOLDIER_VEHICLE ) ) )
|
||||
@@ -5824,18 +5824,18 @@ void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent )
|
||||
// Flugente: allow stealing if the other guy is an enemy, OR if we are on the same team
|
||||
if ( (( guiUIFullTargetFlags & ENEMY_MERC ) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC )) || (AllowedToStealFromTeamMate(pSoldier->ubID, (UINT8)gusUIFullTargetID) && guiUIFullTargetFlags & OWNED_MERC) )
|
||||
{
|
||||
sActionGridNo = FindAdjacentGridEx( pSoldier, MercPtrs[ gusUIFullTargetID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
|
||||
sActionGridNo = FindAdjacentGridEx( pSoldier, gusUIFullTargetID->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
|
||||
if ( sActionGridNo == -1 )
|
||||
{
|
||||
sActionGridNo = sAdjustedGridNo;
|
||||
}
|
||||
|
||||
// Steal!
|
||||
sAPCost = GetAPsToStealItem( pSoldier, MercPtrs[ gusUIFullTargetID ], sActionGridNo ); // SANDRO - added target variable
|
||||
sAPCost = GetAPsToStealItem( pSoldier, gusUIFullTargetID, sActionGridNo ); // SANDRO - added target variable
|
||||
|
||||
if ( EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
|
||||
{
|
||||
MercStealFromMerc( pSoldier, MercPtrs[ gusUIFullTargetID ] );
|
||||
MercStealFromMerc( pSoldier, gusUIFullTargetID );
|
||||
|
||||
*puiNewEvent = A_CHANGE_TO_MOVE;
|
||||
|
||||
@@ -5962,7 +5962,7 @@ void HandleHandCursorRightClick( INT32 usMapPos, UINT32 *puiNewEvent )
|
||||
|
||||
if( gfUIFullTargetFound )
|
||||
{
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
if( OK_ENTERABLE_VEHICLE( pTSoldier ) && pTSoldier->bVisible != -1 && OKUseVehicle( pTSoldier->ubProfile ) )
|
||||
{
|
||||
// anv: if we are passengers, only show menu when clicking on vehicle we're in
|
||||
@@ -6058,10 +6058,10 @@ INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent )
|
||||
if ( ValidQuickExchangePosition( ) )
|
||||
{
|
||||
// Check if we can...
|
||||
if ( CanExchangePlaces( pSoldier, MercPtrs[ gusUIFullTargetID ], TRUE ) )
|
||||
if ( CanExchangePlaces( pSoldier, gusUIFullTargetID, TRUE ) )
|
||||
{
|
||||
gpExchangeSoldier1 = pSoldier;
|
||||
gpExchangeSoldier2 = MercPtrs[ gusUIFullTargetID ];
|
||||
gpExchangeSoldier2 = gusUIFullTargetID;
|
||||
|
||||
// Do message box...
|
||||
//DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ EXCHANGE_PLACES_REQUESTER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, ExchangeMessageBoxCallBack, NULL );
|
||||
|
||||
+18
-18
@@ -134,7 +134,7 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
|
||||
|
||||
|
||||
// FUNCTIONS FOR CURSOR DETERMINATION!
|
||||
UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
|
||||
UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier;
|
||||
UINT32 uiCursorFlags;
|
||||
@@ -144,7 +144,7 @@ UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPo
|
||||
UINT8 ubCursorID=0;
|
||||
UINT8 ubItemCursor = 0;
|
||||
|
||||
pSoldier = MercPtrs[ ubSoldierID ];
|
||||
pSoldier = ubSoldierID;
|
||||
|
||||
fRecalc = GetMouseRecalcAndShowAPFlags( &uiCursorFlags, &fShowAPs );
|
||||
|
||||
@@ -159,7 +159,7 @@ UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPo
|
||||
// Calculate target gridno!
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
sTargetGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
sTargetGridNo = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -573,7 +573,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
|
||||
{
|
||||
if ( gusUIFullTargetID != NOBODY )
|
||||
{
|
||||
if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ gusUIFullTargetID ], pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH )
|
||||
if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, gusUIFullTargetID, pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH )
|
||||
{
|
||||
gfCannotGetThrough = TRUE;
|
||||
}
|
||||
@@ -1556,7 +1556,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
|
||||
// Check if we can find a soldier here
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
pTargetSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTargetSoldier = gusUIFullTargetID;
|
||||
|
||||
if ( FindRelativeSoldierPosition( pTargetSoldier, &usFlags, gusMouseXPos, gusMouseYPos ) )
|
||||
{
|
||||
@@ -1594,7 +1594,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
|
||||
{
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
pTargetSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTargetSoldier = gusUIFullTargetID;
|
||||
|
||||
if ( pTargetSoldier->ubBodyType == CROW )
|
||||
{
|
||||
@@ -2583,7 +2583,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
|
||||
// 'snap' cursor to target tile....
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
usMapPos = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
|
||||
|
||||
@@ -2609,7 +2609,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get target soldier, if one exists
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
sGridNo = pTSoldier->sGridNo;
|
||||
bTargetLevel = pSoldier->pathing.bLevel;
|
||||
|
||||
@@ -2727,7 +2727,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get target soldier, if one exists
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
sGridNo = pTSoldier->sGridNo;
|
||||
bTargetLevel = pSoldier->pathing.bLevel;
|
||||
|
||||
@@ -3172,7 +3172,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
|
||||
// 'snap' cursor to target tile....
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
sMapPos = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
|
||||
switch( ubCursor )
|
||||
@@ -3180,8 +3180,8 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
|
||||
case TARGETCURS:
|
||||
// warn if bad chance to get through
|
||||
if ( gfUIFullTargetFound &&
|
||||
!HandleCheckForBadChangeToGetThrough( pSoldier, MercPtrs[ gusUIFullTargetID ],
|
||||
MercPtrs[ gusUIFullTargetID ]->sGridNo , MercPtrs[ gusUIFullTargetID ]->pathing.bLevel ) )
|
||||
!HandleCheckForBadChangeToGetThrough( pSoldier, gusUIFullTargetID,
|
||||
gusUIFullTargetID->sGridNo , gusUIFullTargetID->pathing.bLevel ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -3370,7 +3370,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
|
||||
// 'snap' cursor to target tile....
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
sMapPos = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
|
||||
|
||||
@@ -3442,7 +3442,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get target soldier, if one exists
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
sGridNo = pTSoldier->sGridNo;
|
||||
bTargetLevel = pSoldier->pathing.bLevel;
|
||||
|
||||
@@ -3608,7 +3608,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta
|
||||
|
||||
// 'snap' cursor to target tile....
|
||||
if ( gfUIFullTargetFound )
|
||||
sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
sMapPos = gusUIFullTargetID->sGridNo;
|
||||
|
||||
int aimlevelchange = 1;
|
||||
int maxAimCanAfford = 0;
|
||||
@@ -3681,7 +3681,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get target soldier, if one exists
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
sGridNo = pTSoldier->sGridNo;
|
||||
bTargetLevel = pSoldier->pathing.bLevel;
|
||||
|
||||
@@ -3836,7 +3836,7 @@ void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sD
|
||||
// 'snap' cursor to target tile....
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
|
||||
sMapPos = gusUIFullTargetID->sGridNo;
|
||||
}
|
||||
|
||||
|
||||
@@ -3908,7 +3908,7 @@ void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sD
|
||||
if ( gfUIFullTargetFound )
|
||||
{
|
||||
// Get target soldier, if one exists
|
||||
pTSoldier = MercPtrs[ gusUIFullTargetID ];
|
||||
pTSoldier = gusUIFullTargetID;
|
||||
sGridNo = pTSoldier->sGridNo;
|
||||
bTargetLevel = pSoldier->pathing.bLevel;
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#define REFINE_KNIFE_2 (gGameExternalOptions.fEnhancedCloseCombatSystem ? gSkillTraitValues.ubModifierForAPsAddedOnAimedBladedAttackes*2 : 6)
|
||||
|
||||
|
||||
UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated );
|
||||
UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated );
|
||||
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
|
||||
|
||||
void HandleLeftClickCursor( SOLDIERTYPE *pSoldier );
|
||||
@@ -30,4 +30,4 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
|
||||
// based on how trained the shooter is.
|
||||
UINT32 ChanceToHitApproximation( SOLDIERTYPE * pSoldier, UINT32 uiChance );
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
extern BOOLEAN gfIngagedInDrop;
|
||||
|
||||
void ResetHeliSeats( );
|
||||
void AddMercToHeli( UINT16 ubID );
|
||||
void AddMercToHeli( SoldierID ubID );
|
||||
|
||||
// Flugente: we might want to set the helicopter dropoff point without starting it at the same time
|
||||
void SetHelicopterDroppoint( INT32 sGridNo );
|
||||
@@ -14,7 +14,7 @@ void StartHelicopterRun();
|
||||
|
||||
void HandleHeliDrop( BOOLEAN fPlayer = TRUE );
|
||||
|
||||
UINT16 SpawnAirDropElite( INT32 sGridNo );
|
||||
SoldierID SpawnAirDropElite( INT32 sGridNo );
|
||||
|
||||
void InitiateEnemyAirDropSoldiers( INT32 sGridNo );
|
||||
void HandleEnemyAirdrop( );
|
||||
|
||||
Reference in New Issue
Block a user