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synced 2026-08-05 14:00:23 +02:00
Convert gusSelectedSoldier to SoldierID
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@@ -202,11 +202,11 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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if ( gusSelectedSoldier != NOBODY )
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{
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if ( MercPtrs[ gusSelectedSoldier ]->pTempObject != NULL )
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if ( gusSelectedSoldier->pTempObject != NULL )
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{
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return;
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}
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if ( MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags & SOLDIER_DRIVER )
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if ( gusSelectedSoldier->flags.uiStatusFlags & SOLDIER_DRIVER )
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{
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pVehicle = GetSoldierStructureForVehicle( MercPtrs[ usSubjectSoldier ]->iVehicleId );
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usSubjectSoldier = pVehicle->ubID;
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@@ -448,8 +448,8 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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{
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// Set movement mode
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// OK, only change this if we are stationary!
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//if ( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY )
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//if ( MercPtrs[ gusSelectedSoldier ]->usAnimState == WALKING )
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//if ( gAnimControl[ gusSelectedSoldier->usAnimState ].uiFlags & ANIM_STATIONARY )
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//if ( gusSelectedSoldier->usAnimState == WALKING )
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{
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MercPtrs[ usSubjectSoldier ]->flags.fUIMovementFast = TRUE;
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*puiNewEvent = C_MOVE_MERC;
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@@ -621,7 +621,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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//{
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// if ( gusSelectedSoldier != NOBODY )
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// {
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// if ( !( gAnimControl[ MercPtrs[ gusSelectedSoldier ]->usAnimState ].uiFlags & ANIM_STATIONARY ) )
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// if ( !( gAnimControl[ gusSelectedSoldier->usAnimState ].uiFlags & ANIM_STATIONARY ) )
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// {
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//gUITargetShotWaiting = TRUE;
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@@ -680,7 +680,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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// OK, if we have a selected guy.. make him part too....
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if ( gusSelectedSoldier != NOBODY )
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{
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MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
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gusSelectedSoldier->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
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}
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}
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@@ -715,7 +715,7 @@ void QueryRTLeftButton( UINT32 *puiNewEvent )
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// OK, if we have a selected guy.. make him part too....
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if ( gusSelectedSoldier != NOBODY )
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{
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MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
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gusSelectedSoldier->flags.uiStatusFlags |= (SOLDIER_MULTI_SELECTED );
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}
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gfIgnoreOnSelectedGuy = TRUE;
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@@ -1017,7 +1017,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
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if ( gfUICanBeginAllMoveCycle )
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{
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// ATE: Here, check if we can do this....
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if ( !UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) )
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if ( !UIOKMoveDestination( gusSelectedSoldier, usMapPos ) )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANT_MOVE_THERE_STR ] );
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gfRTClickLeftHoldIntercepted = TRUE;
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@@ -1041,7 +1041,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
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{
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gfBeginBurstSpreadTracking = FALSE;
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gfRTClickLeftHoldIntercepted = TRUE;
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MercPtrs[ gusSelectedSoldier ]->flags.fDoSpread = FALSE;
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gusSelectedSoldier->flags.fDoSpread = FALSE;
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fClickHoldIntercepted = TRUE;
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*puiNewEvent = A_END_ACTION;
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gCurrentUIMode = MOVE_MODE;
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@@ -1234,7 +1234,7 @@ void QueryRTRightButton( UINT32 *puiNewEvent )
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case MOVE_MODE:
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case TALKCURSOR_MODE:
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// anv: don't switch if passengers are blocked from attacking
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pSoldier = MercPtrs[ gusSelectedSoldier ];
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pSoldier = gusSelectedSoldier;
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if( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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{
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SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
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@@ -2032,13 +2032,13 @@ void HandleMouseRTWheel( void )
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if ( _KeyDown( ALT ) )
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{
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if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
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GotoLowerStance(MercPtrs[ gusSelectedSoldier ]);
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GotoLowerStance(gusSelectedSoldier);
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return;
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}
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if ( gusSelectedSoldier != NOBODY )
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{ //Select prev merc
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bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
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bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
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HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
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// Center to guy....
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LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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@@ -2050,14 +2050,14 @@ void HandleMouseRTWheel( void )
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if ( _KeyDown( ALT ) )
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{
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if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
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GotoHeigherStance( MercPtrs[ gusSelectedSoldier ] );
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GotoHeigherStance( gusSelectedSoldier );
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return;
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}
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"wheel %d", gViewportRegion.WheelState);
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if ( gusSelectedSoldier != NOBODY )
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{ //Select next merc
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bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
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bID = FindNextMercInTeamPanel( gusSelectedSoldier, FALSE, FALSE );
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HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
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// Center to guy....
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LocateSoldier( gusSelectedSoldier, SETLOCATOR );
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@@ -2073,7 +2073,7 @@ void HandleMouseRTMButton( UINT32 *puiNewEvent )
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// toggle fire mode
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if ( ( gpItemPointer == NULL ) && ( gusSelectedSoldier != NOBODY ) &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ BURSTMODE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
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ChangeWeaponMode( gusSelectedSoldier );
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}
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else
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*puiNewEvent = LC_LOOK;
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@@ -2140,7 +2140,7 @@ void HandleMouseRTX1Button( UINT32 *puiNewEvent )
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void HandleMouseRTX2Button( UINT32 *puiNewEvent )
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{
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if ( _KeyDown( ALT ) )
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AutoReload( MercPtrs[ gusSelectedSoldier ] );
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AutoReload( gusSelectedSoldier );
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else
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// Toggle squad's stealth mode.....
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// For each guy on squad...
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@@ -2252,7 +2252,7 @@ void HandleRTToggleFireMode( void )
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// toggle fire mode
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if ( ( gpItemPointer == NULL ) && ( gusSelectedSoldier != NOBODY ) &&
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( ( gsCurInterfacePanel != SM_PANEL ) || ( ButtonList[ iSMPanelButtons[ BURSTMODE_BUTTON ] ]->uiFlags & BUTTON_ENABLED ) ) )
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ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
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ChangeWeaponMode( gusSelectedSoldier );
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}
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void HandleRTLocateSoldier( void )
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{
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