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synced 2026-07-29 13:52:17 +02:00
Convert to SoldierID
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@@ -573,7 +573,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
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if ( gfUIFullTargetFound )
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{
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// Select guy
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if ( ( guiUIFullTargetFlags & SELECTED_MERC) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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if ( ( guiUIFullTargetFlags & SELECTED_MERC) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC ) && !( gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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{
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*puiNewEvent = M_CHANGE_TO_ADJPOS_MODE;
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fIgnoreLeftUp = FALSE;
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@@ -1250,7 +1250,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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if( gfUIFullTargetFound )
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{
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// ATE: Don't do this automatically for enemies......
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if ( MercPtrs[ gusUIFullTargetID ]->bTeam != ENEMY_TEAM )
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if ( gusUIFullTargetID->bTeam != ENEMY_TEAM )
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{
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uiMoveTargetSoldierId = gusUIFullTargetID;
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if ( IsValidTalkableNPC( gusUIFullTargetID, FALSE, FALSE, FALSE ) && !_KeyDown( SHIFT ) && !AM_AN_EPC( pSoldier ) && !ValidQuickExchangePosition( ) )
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@@ -1280,7 +1280,7 @@ void GetTBMousePositionInput( UINT32 *puiNewEvent )
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{
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guiUITargetSoldierId = gusUIFullTargetID;
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if ( MercPtrs[ gusUIFullTargetID ]->bTeam != gbPlayerNum )
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if ( gusUIFullTargetID->bTeam != gbPlayerNum )
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{
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fOnValidGuy = TRUE;
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//ddd turn off flag that indicates aim/autofire mode adjustment (aimed burst/auto)
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@@ -3593,7 +3593,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( gfUIFullTargetFound )
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{
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//Display the range to the target
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DisplayRangeToTarget( gusSelectedSoldier, MercPtrs[gusUIFullTargetID]->sGridNo );
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DisplayRangeToTarget( gusSelectedSoldier, gusUIFullTargetID->sGridNo );
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}
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else
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{
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@@ -4648,7 +4648,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( gfUIFullTargetFound )
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{
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// Get soldier...
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pSoldier2 = MercPtrs[ gusUIFullTargetID ];
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pSoldier2 = gusUIFullTargetID;
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// Check if both OK....
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if ( pSoldier1->stats.bLife >= OKLIFE && pSoldier2->ubID != gusSelectedSoldier )
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@@ -5677,7 +5677,7 @@ INT8 CheckForAndHandleHandleVehicleInteractiveClick( SOLDIERTYPE *pSoldier, UINT
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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 && OKUseVehicle( pTSoldier->ubProfile ) && !( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER | SOLDIER_VEHICLE ) ) )
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@@ -5824,18 +5824,18 @@ void HandleHandCursorClick( INT32 usMapPos, UINT32 *puiNewEvent )
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// Flugente: allow stealing if the other guy is an enemy, OR if we are on the same team
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if ( (( guiUIFullTargetFlags & ENEMY_MERC ) && !( guiUIFullTargetFlags & UNCONSCIOUS_MERC )) || (AllowedToStealFromTeamMate(pSoldier->ubID, (UINT8)gusUIFullTargetID) && guiUIFullTargetFlags & OWNED_MERC) )
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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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}
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// Steal!
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sAPCost = GetAPsToStealItem( pSoldier, MercPtrs[ gusUIFullTargetID ], sActionGridNo ); // SANDRO - added target variable
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sAPCost = GetAPsToStealItem( pSoldier, gusUIFullTargetID, sActionGridNo ); // SANDRO - added target variable
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if ( EnoughPoints( pSoldier, sAPCost, 0, TRUE ) )
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{
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MercStealFromMerc( pSoldier, MercPtrs[ gusUIFullTargetID ] );
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MercStealFromMerc( pSoldier, gusUIFullTargetID );
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*puiNewEvent = A_CHANGE_TO_MOVE;
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@@ -5962,7 +5962,7 @@ void HandleHandCursorRightClick( INT32 usMapPos, UINT32 *puiNewEvent )
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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( OK_ENTERABLE_VEHICLE( pTSoldier ) && pTSoldier->bVisible != -1 && OKUseVehicle( pTSoldier->ubProfile ) )
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{
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// anv: if we are passengers, only show menu when clicking on vehicle we're in
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@@ -6058,10 +6058,10 @@ INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent )
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if ( ValidQuickExchangePosition( ) )
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{
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// Check if we can...
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if ( CanExchangePlaces( pSoldier, MercPtrs[ gusUIFullTargetID ], TRUE ) )
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if ( CanExchangePlaces( pSoldier, gusUIFullTargetID, TRUE ) )
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{
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gpExchangeSoldier1 = pSoldier;
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gpExchangeSoldier2 = MercPtrs[ gusUIFullTargetID ];
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gpExchangeSoldier2 = gusUIFullTargetID;
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// Do message box...
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//DoMessageBox( MSG_BOX_BASIC_STYLE, TacticalStr[ EXCHANGE_PLACES_REQUESTER ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_YESNO, ExchangeMessageBoxCallBack, NULL );
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