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Convert gusSelectedSoldier to SoldierID
This commit is contained in:
+11
-11
@@ -212,10 +212,10 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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if ( gusSelectedSoldier != NOBODY )
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{
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// Check if this guy is able to be selected....
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if ( MercPtrs[ gusSelectedSoldier ]->stats.bLife < OKLIFE )
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if ( gusSelectedSoldier->stats.bLife < OKLIFE )
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{
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DebugMsg(TOPIC_JA2INTERRUPT,DBG_LEVEL_3,String("StartPlayerTeamTurn: SelectNextAvailSoldier"));
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SelectNextAvailSoldier( MercPtrs[ gusSelectedSoldier ] );
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SelectNextAvailSoldier( gusSelectedSoldier );
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}
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else
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{
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@@ -230,7 +230,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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if ( fDoBattleSnd )
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{
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// Say ATTENTION SOUND...
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MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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}
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if ( gsInterfaceLevel == 1 )
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@@ -1289,14 +1289,14 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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gfHiddenInterrupt = FALSE;
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// If we can continue a move, do so!
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if ( MercPtrs[ gusSelectedSoldier ]->flags.fNoAPToFinishMove && pSoldier->ubReasonCantFinishMove != REASON_STOPPED_SIGHT )
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if ( gusSelectedSoldier->flags.fNoAPToFinishMove && pSoldier->ubReasonCantFinishMove != REASON_STOPPED_SIGHT )
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{
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// Continue
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MercPtrs[ gusSelectedSoldier ]->AdjustNoAPToFinishMove( FALSE );
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gusSelectedSoldier->AdjustNoAPToFinishMove( FALSE );
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if ( MercPtrs[ gusSelectedSoldier ]->sGridNo != MercPtrs[ gusSelectedSoldier ]->pathing.sFinalDestination )
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if ( gusSelectedSoldier->sGridNo != gusSelectedSoldier->pathing.sFinalDestination )
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{
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MercPtrs[ gusSelectedSoldier ]->EVENT_GetNewSoldierPath( MercPtrs[ gusSelectedSoldier ]->pathing.sFinalDestination, MercPtrs[ gusSelectedSoldier ]->usUIMovementMode );
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gusSelectedSoldier->EVENT_GetNewSoldierPath( gusSelectedSoldier->pathing.sFinalDestination, gusSelectedSoldier->usUIMovementMode );
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}
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else
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{
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@@ -1332,7 +1332,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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// Say ATTENTION SOUND...
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MercPtrs[ gusSelectedSoldier ]->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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if ( gsInterfaceLevel == 1 )
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{
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@@ -1692,7 +1692,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
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// the selected character, ie. his friends...
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if ( pOpponent->bTeam == gbPlayerNum )
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{
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if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != Menptr[gusSelectedSoldier].bSide))
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if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != gusSelectedSoldier->bSide))
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{
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return( FALSE );
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}
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@@ -1714,7 +1714,7 @@ BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponen
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}
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/* old DG code for same:
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if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != Menptr[gusSelectedSoldier].bSide))
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if ((ubOpponentID != gusSelectedSoldier) && (pSoldier->bSide != gusSelectedSoldier->bSide))
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{
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return(FALSE);
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}
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@@ -2356,7 +2356,7 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
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send_interrupt( npSoldier );
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SOLDIERTYPE* pMerc = MercPtrs[ gusSelectedSoldier ];
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SOLDIERTYPE* pMerc = gusSelectedSoldier;
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//AdjustNoAPToFinishMove( pMerc, TRUE );
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pMerc->HaultSoldierFromSighting(TRUE);
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//pMerc->fTurningFromPronePosition = FALSE;// hmmm ??
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