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Convert gusSelectedSoldier to SoldierID
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@@ -1013,7 +1013,7 @@ void SetUIMouseCursor( )
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if( GetMouseMapPos( &usMapPos) )
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{
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if ( gusSelectedSoldier != NOBODY && MercPtrs[ gusSelectedSoldier ]->pathing.bLevel == 0 )
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if ( gusSelectedSoldier != NOBODY && gusSelectedSoldier->pathing.bLevel == 0 )
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{
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// ATE: Is this place revealed?
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if ( !InARoom( usMapPos, &usRoomNum ) || ( InARoom( usMapPos, &usRoomNum ) && gpWorldLevelData[ usMapPos ].uiFlags & MAPELEMENT_REVEALED ) )
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@@ -1953,7 +1953,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
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if ( gfUIFullTargetFound )
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{
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// No, ok display message IF this is the first time at this gridno
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if ( gsOutOfRangeGridNo != MercPtrs[ gusUIFullTargetID ]->sGridNo || gubOutOfRangeMerc != gusSelectedSoldier )
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if ( gsOutOfRangeGridNo != gusUIFullTargetID->sGridNo || gubOutOfRangeMerc != gusSelectedSoldier )
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{
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// Display
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, TacticalStr[ OUT_OF_RANGE_STRING ] );
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@@ -1961,7 +1961,7 @@ UINT32 UIHandleAOnTerrain( UI_EVENT *pUIEvent )
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//PlayJA2Sample( TARGET_OUT_OF_RANGE, RATE_11025, MIDVOLUME, 1, MIDDLEPAN );
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// Set
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gsOutOfRangeGridNo = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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gsOutOfRangeGridNo = gusUIFullTargetID->sGridNo;
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gubOutOfRangeMerc = gusSelectedSoldier;
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}
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}
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@@ -2058,7 +2058,7 @@ UINT32 UIHandleCWait( UI_EVENT *pUIEvent )
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{
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if( pSoldier->flags.uiStatusFlags & SOLDIER_DRIVER )
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{
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pSoldier = GetSoldierStructureForVehicle( MercPtrs[ gusSelectedSoldier ]->iVehicleId );
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pSoldier = GetSoldierStructureForVehicle( gusSelectedSoldier->iVehicleId );
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}
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pInvTile = GetCurInteractiveTile( );
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@@ -3746,7 +3746,7 @@ BOOLEAN UIHandleOnMerc( BOOLEAN fMovementMode )
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// anv: don't switch if passengers are blocked from attacking
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if( gusSelectedSoldier != NOBODY )
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{
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SOLDIERTYPE *pSelectedSoldier = MercPtrs[gusSelectedSoldier];
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SOLDIERTYPE *pSelectedSoldier = gusSelectedSoldier;
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if( pSelectedSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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{
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSelectedSoldier->iVehicleId );
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@@ -6386,7 +6386,7 @@ BOOLEAN IsValidTalkableNPC( UINT16 ubSoldierID, BOOLEAN fGive, BOOLEAN fAllowMer
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if ( gusSelectedSoldier != NOBODY )
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{
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if ( AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
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if ( AM_A_ROBOT( gusSelectedSoldier ) )
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{
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return( FALSE );
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}
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@@ -7042,7 +7042,7 @@ BOOLEAN SelectedGuyInBusyAnimation( )
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if ( gusSelectedSoldier != NOBODY )
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{
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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pSoldier = gusSelectedSoldier;
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if ( pSoldier->usAnimState == LOB_ITEM ||
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pSoldier->usAnimState == THROW_ITEM ||
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