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Convert to SoldierID
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+18
-18
@@ -134,7 +134,7 @@ BOOLEAN GetMouseRecalcAndShowAPFlags( UINT32 *puiCursorFlags, BOOLEAN *pfShowAPs
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// FUNCTIONS FOR CURSOR DETERMINATION!
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UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
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UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated )
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{
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SOLDIERTYPE *pSoldier;
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UINT32 uiCursorFlags;
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@@ -144,7 +144,7 @@ UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPo
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UINT8 ubCursorID=0;
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UINT8 ubItemCursor = 0;
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pSoldier = MercPtrs[ ubSoldierID ];
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pSoldier = ubSoldierID;
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fRecalc = GetMouseRecalcAndShowAPFlags( &uiCursorFlags, &fShowAPs );
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@@ -159,7 +159,7 @@ UINT8 GetProperItemCursor( UINT16 ubSoldierID, UINT16 ubItemIndex, INT32 usMapPo
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// Calculate target gridno!
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if ( gfUIFullTargetFound )
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{
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sTargetGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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sTargetGridNo = gusUIFullTargetID->sGridNo;
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}
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else
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{
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@@ -573,7 +573,7 @@ UINT8 HandleActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos, BOOLEA
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{
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if ( gusUIFullTargetID != NOBODY )
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{
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if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, MercPtrs[ gusUIFullTargetID ], pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH )
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if ( SoldierToSoldierBodyPartChanceToGetThrough( pSoldier, gusUIFullTargetID, pSoldier->bAimShotLocation ) < OK_CHANCE_TO_GET_THROUGH )
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{
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gfCannotGetThrough = TRUE;
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}
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@@ -1556,7 +1556,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
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// Check if we can find a soldier here
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if ( gfUIFullTargetFound )
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{
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pTargetSoldier = MercPtrs[ gusUIFullTargetID ];
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pTargetSoldier = gusUIFullTargetID;
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if ( FindRelativeSoldierPosition( pTargetSoldier, &usFlags, gusMouseXPos, gusMouseYPos ) )
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{
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@@ -1594,7 +1594,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
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{
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if ( gfUIFullTargetFound )
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{
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pTargetSoldier = MercPtrs[ gusUIFullTargetID ];
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pTargetSoldier = gusUIFullTargetID;
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if ( pTargetSoldier->ubBodyType == CROW )
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{
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@@ -2583,7 +2583,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
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// 'snap' cursor to target tile....
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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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@@ -2609,7 +2609,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
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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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sGridNo = pTSoldier->sGridNo;
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bTargetLevel = pSoldier->pathing.bLevel;
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@@ -2727,7 +2727,7 @@ void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos )
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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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sGridNo = pTSoldier->sGridNo;
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bTargetLevel = pSoldier->pathing.bLevel;
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@@ -3172,7 +3172,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
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// 'snap' cursor to target tile....
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if ( gfUIFullTargetFound )
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{
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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sMapPos = gusUIFullTargetID->sGridNo;
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}
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switch( ubCursor )
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@@ -3180,8 +3180,8 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
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case TARGETCURS:
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// warn if bad chance to get through
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if ( gfUIFullTargetFound &&
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!HandleCheckForBadChangeToGetThrough( pSoldier, MercPtrs[ gusUIFullTargetID ],
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MercPtrs[ gusUIFullTargetID ]->sGridNo , MercPtrs[ gusUIFullTargetID ]->pathing.bLevel ) )
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!HandleCheckForBadChangeToGetThrough( pSoldier, gusUIFullTargetID,
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gusUIFullTargetID->sGridNo , gusUIFullTargetID->pathing.bLevel ) )
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{
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return;
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}
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@@ -3370,7 +3370,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
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// 'snap' cursor to target tile....
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if ( gfUIFullTargetFound )
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{
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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sMapPos = gusUIFullTargetID->sGridNo;
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}
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@@ -3442,7 +3442,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT16 sMapPos, INT16 sDelta
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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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sGridNo = pTSoldier->sGridNo;
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bTargetLevel = pSoldier->pathing.bLevel;
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@@ -3608,7 +3608,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta
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// 'snap' cursor to target tile....
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if ( gfUIFullTargetFound )
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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sMapPos = gusUIFullTargetID->sGridNo;
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int aimlevelchange = 1;
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int maxAimCanAfford = 0;
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@@ -3681,7 +3681,7 @@ void HandleWheelAdjustCursor( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sDelta
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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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sGridNo = pTSoldier->sGridNo;
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bTargetLevel = pSoldier->pathing.bLevel;
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@@ -3836,7 +3836,7 @@ void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sD
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// 'snap' cursor to target tile....
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if ( gfUIFullTargetFound )
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{
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sMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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sMapPos = gusUIFullTargetID->sGridNo;
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}
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@@ -3908,7 +3908,7 @@ void HandleWheelAdjustCursorWOAB( SOLDIERTYPE *pSoldier, INT32 sMapPos, INT32 sD
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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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sGridNo = pTSoldier->sGridNo;
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bTargetLevel = pSoldier->pathing.bLevel;
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