mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +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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