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synced 2026-07-29 13:52:17 +02:00
Convert gusSelectedSoldier to SoldierID
This commit is contained in:
@@ -493,7 +493,7 @@ void QueryTBLeftButton( UINT32 *puiNewEvent )
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{
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BOOLEAN fResult;
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if ( ( fResult = UIOKMoveDestination( MercPtrs[ gusSelectedSoldier ], usMapPos ) ) == 1 )
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if ( ( fResult = UIOKMoveDestination( gusSelectedSoldier, usMapPos ) ) == 1 )
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{
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// ATE: CHECK IF WE CAN GET TO POSITION
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// Check if we are not in combat
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@@ -998,10 +998,10 @@ void QueryTBRightButton( UINT32 *puiNewEvent )
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gfFirstCycleMovementStarted = TRUE;
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// OK, set this guy's movement mode to crawling fo rthat we will start cycling in run.....
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if ( MercPtrs[ gusSelectedSoldier ]->usUIMovementMode != RUNNING )
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if ( gusSelectedSoldier->usUIMovementMode != RUNNING )
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{
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// ATE: UNLESS WE ARE IN RUNNING MODE ALREADY
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MercPtrs[ gusSelectedSoldier ]->usUIMovementMode = CRAWLING;
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gusSelectedSoldier->usUIMovementMode = CRAWLING;
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}
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}
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@@ -1016,7 +1016,7 @@ void QueryTBRightButton( 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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@@ -1070,7 +1070,7 @@ void QueryTBRightButton( UINT32 *puiNewEvent )
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case MOVE_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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@@ -1627,8 +1627,8 @@ void CheatCreateItem( )
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CreateItem( usitem, status, &newobj );
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(newobj)[0]->data.bTemperature = temperature;
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if ( !AutoPlaceObject( MercPtrs[ gusSelectedSoldier ], &newobj, FALSE ) )
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AddItemToPool( MercPtrs[ gusSelectedSoldier ]->sGridNo, &newobj, 1, 0, 0, -1 );
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if ( !AutoPlaceObject( gusSelectedSoldier, &newobj, FALSE ) )
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AddItemToPool( gusSelectedSoldier->sGridNo, &newobj, 1, 0, 0, -1 );
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}
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}
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@@ -2121,7 +2121,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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gfRTClickLeftHoldIntercepted = TRUE;
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if ( gusSelectedSoldier != NOBODY )
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{
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MercPtrs[ gusSelectedSoldier ]->flags.fDoSpread = FALSE;
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gusSelectedSoldier->flags.fDoSpread = FALSE;
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}
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// Before anything, delete popup box!
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@@ -2223,11 +2223,11 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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continue;
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}
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else if (gusSelectedSoldier != NOBODY &&
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MercPtrs[gusSelectedSoldier] &&
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!(gAnimControl[MercPtrs[gusSelectedSoldier]->usAnimState].uiFlags & ANIM_STATIONARY))
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gusSelectedSoldier &&
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!(gAnimControl[gusSelectedSoldier->usAnimState].uiFlags & ANIM_STATIONARY))
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{
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// If soldier is not stationary, stop
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MercPtrs[gusSelectedSoldier]->StopSoldier();
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gusSelectedSoldier->StopSoldier();
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*puiNewEvent = A_CHANGE_TO_MOVE;
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continue;
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}
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@@ -2235,21 +2235,21 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// sevenfm: also stop dragging
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if (gusSelectedSoldier != NOBODY &&
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MercPtrs[gusSelectedSoldier] &&
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MercPtrs[gusSelectedSoldier]->IsDragging(false))
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gusSelectedSoldier &&
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gusSelectedSoldier->IsDragging(false))
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{
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MercPtrs[gusSelectedSoldier]->CancelDrag();
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DirtyMercPanelInterface(MercPtrs[gusSelectedSoldier], DIRTYLEVEL2);
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gusSelectedSoldier->CancelDrag();
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DirtyMercPanelInterface(gusSelectedSoldier, DIRTYLEVEL2);
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continue;
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}
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// sevenfm: unready weapon
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if (gusSelectedSoldier != NOBODY &&
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MercPtrs[gusSelectedSoldier] &&
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WeaponReady(MercPtrs[gusSelectedSoldier]))
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gusSelectedSoldier &&
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WeaponReady(gusSelectedSoldier))
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{
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MercPtrs[gusSelectedSoldier]->InternalSoldierReadyWeapon(MercPtrs[gusSelectedSoldier]->ubDirection, TRUE, FALSE);
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HandleSight(MercPtrs[gusSelectedSoldier], SIGHT_LOOK);
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gusSelectedSoldier->InternalSoldierReadyWeapon(gusSelectedSoldier->ubDirection, TRUE, FALSE);
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HandleSight(gusSelectedSoldier, SIGHT_LOOK);
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continue;
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}
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}
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@@ -2313,19 +2313,19 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// {
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// if ( gusSelectedSoldier != NOBODY )
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// {
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// if ( gTacticalStatus.uiFlags & TURNBASED && !MercPtrs[ gusSelectedSoldier ]->fDontChargeReadyAPs )
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// if ( gTacticalStatus.uiFlags & TURNBASED && !gusSelectedSoldier->fDontChargeReadyAPs )
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// {
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// INT16 apCost = GetAPsToReadyWeapon( MercPtrs[ gusSelectedSoldier ], 0 );
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// if (MercPtrs[ gusSelectedSoldier ]->bActionPoints >= apCost )
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// INT16 apCost = GetAPsToReadyWeapon( gusSelectedSoldier, 0 );
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// if (gusSelectedSoldier->bActionPoints >= apCost )
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// {
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// DeductPoints( MercPtrs[ gusSelectedSoldier ],apCost , 0 );
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// DirtyMercPanelInterface( MercPtrs[ gusSelectedSoldier ], DIRTYLEVEL2 );
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// SoldierReadyWeapon( MercPtrs[ gusSelectedSoldier ] );
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// DeductPoints( gusSelectedSoldier,apCost , 0 );
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// DirtyMercPanelInterface( gusSelectedSoldier, DIRTYLEVEL2 );
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// SoldierReadyWeapon( gusSelectedSoldier );
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// }
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// }
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// else
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// {
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// SoldierReadyWeapon( MercPtrs[ gusSelectedSoldier ] );
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// SoldierReadyWeapon( gusSelectedSoldier );
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// }
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// }
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@@ -2344,7 +2344,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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for ( i = 0; i < 1000; i++ )
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{
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CalculateLaunchItemChanceToGetThrough( MercPtrs[ gusSelectedSoldier ], &(MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ] ), usMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE );
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CalculateLaunchItemChanceToGetThrough( gusSelectedSoldier, &(gusSelectedSoldier->inv[ HANDPOS ] ), usMapPos, 0, 0, &sGridNo, TRUE, (INT8 *)&ubLevel, TRUE );
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}
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_TESTVERSION, L"Physics 100 times: %d", ( GetJA2Clock( ) - iTime ) );
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@@ -2412,7 +2412,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Select next squad
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iCurrentSquad = CurrentSquad( );
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pNewSoldier = FindNextActiveSquad( MercPtrs[ gusSelectedSoldier ] );
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pNewSoldier = FindNextActiveSquad( gusSelectedSoldier );
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if ( pNewSoldier->bAssignment != iCurrentSquad )
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{
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@@ -2436,7 +2436,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{ //Select next merc
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UINT16 bID;
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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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@@ -2458,7 +2458,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( fCtrl )
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{
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if ( gusSelectedSoldier != NOBODY )
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SwapMercPortraits( MercPtrs[ gusSelectedSoldier ], -1 );
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SwapMercPortraits( gusSelectedSoldier, -1 );
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}
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break;
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@@ -2467,7 +2467,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if ( fCtrl )
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{
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if ( gusSelectedSoldier != NOBODY )
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SwapMercPortraits( MercPtrs[ gusSelectedSoldier ], 1 );
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SwapMercPortraits( gusSelectedSoldier, 1 );
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}
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break;
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@@ -2498,10 +2498,10 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// Lalien: commented out, to fix "end move & LOS bug" (same button has two different actions)
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// if ( gusSelectedSoldier != NOBODY )
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// {
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// if ( CheckForMercContMove( MercPtrs[ gusSelectedSoldier ] ) )
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// if ( CheckForMercContMove( gusSelectedSoldier ) )
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// {
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// // Continue
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// ContinueMercMovement( MercPtrs[ gusSelectedSoldier ] );
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// ContinueMercMovement( gusSelectedSoldier );
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// ErasePath( TRUE );
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// }
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// }
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@@ -2521,7 +2521,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
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if ( ( gpItemPointer == NULL ) )
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{
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GotoHeigherStance( MercPtrs[ gusSelectedSoldier ] );
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GotoHeigherStance( gusSelectedSoldier );
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}
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}
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}
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@@ -2541,7 +2541,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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// nothing in hand and either not in SM panel, or the matching button is enabled if we are in SM panel
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if ( ( gpItemPointer == NULL ) )
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{
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GotoLowerStance( MercPtrs[ gusSelectedSoldier ] );
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GotoLowerStance( gusSelectedSoldier );
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}
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}
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}
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@@ -2921,7 +2921,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( gusSelectedSoldier != NOBODY )
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{
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HandleTacticalFunctionSelection(MercPtrs[ gusSelectedSoldier ], usMapPos );
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HandleTacticalFunctionSelection(gusSelectedSoldier, usMapPos );
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}
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}
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else if ( fAlt )
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@@ -2994,8 +2994,8 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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if (CHEATER_CHEAT_LEVEL())
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{
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//ChangeSoldiersBodyType( TANK_NW, TRUE );
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// MercPtrs[ gusSelectedSoldier ]->flags.uiStatusFlags |= SOLDIER_CREATURE;
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//EVENT_InitNewSoldierAnim( MercPtrs[ gusSelectedSoldier ], CRIPPLE_BEG, 0 , TRUE );
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// gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_CREATURE;
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//EVENT_InitNewSoldierAnim( gusSelectedSoldier, CRIPPLE_BEG, 0 , TRUE );
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}
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}
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else if( fAlt )
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@@ -3034,12 +3034,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if (CHEATER_CHEAT_LEVEL())
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{
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MercPtrs[gusSelectedSoldier]->EVENT_InitNewSoldierAnim(KID_SKIPPING, 0, TRUE);
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gusSelectedSoldier->EVENT_InitNewSoldierAnim(KID_SKIPPING, 0, TRUE);
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//ChangeSoldiersBodyType( LARVAE_MONSTER, TRUE );
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//MercPtrs[ gusSelectedSoldier ]->usAttackingWeapon = TANK_CANNON;
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//gusSelectedSoldier->usAttackingWeapon = TANK_CANNON;
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//LocateSoldier( gusSelectedSoldier, FALSE );
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//EVENT_FireSoldierWeapon( MercPtrs[ gusSelectedSoldier ], sMapPos );
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//EVENT_FireSoldierWeapon( gusSelectedSoldier, sMapPos );
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}
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}
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else if( fAlt )
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@@ -3510,7 +3510,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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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->aiData.bOppCnt > 0 )
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{
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@@ -3529,7 +3529,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//CHRISL: drop all items
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if ( gusSelectedSoldier != NOBODY && !(gTacticalStatus.fEnemyInSector) )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
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SOLDIERTYPE *pSoldier = gusSelectedSoldier;
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for(int i = BODYPOSFINAL; i<NUM_INV_SLOTS; i++)
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{
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if(pSoldier->inv[i].exists() == true)
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@@ -3593,12 +3593,12 @@ 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( MercPtrs[gusSelectedSoldier], MercPtrs[gusUIFullTargetID]->sGridNo );
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DisplayRangeToTarget( gusSelectedSoldier, MercPtrs[gusUIFullTargetID]->sGridNo );
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}
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else
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{
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//Display the range to the target
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DisplayRangeToTarget( MercPtrs[gusSelectedSoldier], usGridNo );
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DisplayRangeToTarget( gusSelectedSoldier, usGridNo );
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}
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}
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@@ -4022,7 +4022,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//CHRISL: Swap gunsling
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if ( gusSelectedSoldier != NOBODY )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
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SOLDIERTYPE *pSoldier = gusSelectedSoldier;
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if ( fAlt )
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// switch to knife, or from knife to gun
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@@ -4324,7 +4324,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( CHEATER_CHEAT_LEVEL( ) )
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{
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ReloadWeapon( MercPtrs[ gusSelectedSoldier ], MercPtrs[ gusSelectedSoldier ]->ubAttackingHand );
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ReloadWeapon( gusSelectedSoldier, gusSelectedSoldier->ubAttackingHand );
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}
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else
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HandleTBReload();
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@@ -4355,7 +4355,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( fAlt )
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{
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RemoveCharacterFromSquads( MercPtrs[gusSelectedSoldier] );
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RemoveCharacterFromSquads( gusSelectedSoldier );
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}
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else if ( !fDisableMapInterfaceDueToBattle && !( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) && !is_networked )
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{
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@@ -4475,7 +4475,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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else if ( fAlt && fShift )
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{
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//resort Team by ubID
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SortSquadByID(MercPtrs[gusSelectedSoldier]->bTeam);
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SortSquadByID(gusSelectedSoldier->bTeam);
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}
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else
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{
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@@ -4597,7 +4597,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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{
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if ( gusSelectedSoldier != NOBODY )
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{
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CreateItem( FLAMETHROWER, 100, &( MercPtrs[ gusSelectedSoldier ]->inv[ HANDPOS ]) );
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CreateItem( FLAMETHROWER, 100, &( gusSelectedSoldier->inv[ HANDPOS ]) );
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}
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}
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}
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@@ -4642,7 +4642,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Check if we have a good selected guy
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if ( gusSelectedSoldier != NOBODY )
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{
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pSoldier1 = MercPtrs[ gusSelectedSoldier ];
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pSoldier1 = gusSelectedSoldier;
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BOOLEAN fFoundGoodTarget = FALSE;
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if ( gfUIFullTargetFound )
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@@ -4879,7 +4879,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
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}
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else if( gfLoneEPCAttemptingTraversal )
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, pExitingSectorHelpText[ EXIT_GUI_ESCORTED_CHARACTERS_CANT_LEAVE_SECTOR_ALONE_STR ], gusSelectedSoldier->GetName() );
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gfLoneEPCAttemptingTraversal = FALSE;
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}
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else if( gubLoneMercAttemptingToAbandonEPCs )
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@@ -4887,26 +4887,26 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
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CHAR16 str[256];
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if( gubLoneMercAttemptingToAbandonEPCs == 1 )
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{ //Use the singular version of the string
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if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
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if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
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{ //male singular
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_SINGULAR ], gusSelectedSoldier->GetName(),
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
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}
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else
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{ //female singular
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], MercPtrs[ gusSelectedSoldier ]->GetName(),
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_SINGULAR ], gusSelectedSoldier->GetName(),
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MercPtrs[ gbPotentiallyAbandonedEPCSlotID ]->GetName() );
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}
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}
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else
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{ //Use the plural version of the string
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if( gMercProfiles[ MercPtrs[ gusSelectedSoldier ]->ubProfile ].bSex == MALE )
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if( gMercProfiles[ gusSelectedSoldier->ubProfile ].bSex == MALE )
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{ //male plural
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
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swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_MALE_PLURAL ], gusSelectedSoldier->GetName() );
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}
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else
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{ //female plural
|
||||
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], MercPtrs[ gusSelectedSoldier ]->GetName() );
|
||||
swprintf( str, pExitingSectorHelpText[ EXIT_GUI_MERC_CANT_ISOLATE_EPC_HELPTEXT_FEMALE_PLURAL ], gusSelectedSoldier->GetName() );
|
||||
}
|
||||
}
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, str );
|
||||
@@ -4918,7 +4918,7 @@ BOOLEAN HandleCheckForExitArrowsInput( BOOLEAN fAdjustConfirm )
|
||||
}
|
||||
else
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], MercPtrs[ gusSelectedSoldier ]->GetName() );
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ MERC_IS_TOO_FAR_AWAY_STR ], gusSelectedSoldier->GetName() );
|
||||
}
|
||||
|
||||
return( TRUE );
|
||||
@@ -5148,7 +5148,7 @@ void CycleSelectedMercsItem()
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
// Get soldier...
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
|
||||
UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
|
||||
|
||||
@@ -5377,7 +5377,7 @@ void SetBurstMode()
|
||||
{
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
ChangeWeaponMode( MercPtrs[ gusSelectedSoldier ] );
|
||||
ChangeWeaponMode( gusSelectedSoldier );
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5386,12 +5386,12 @@ void SetScopeMode( INT32 usMapPos )
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if ( GetMouseMapPos( &usMapPos ))
|
||||
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], usMapPos );
|
||||
ChangeScopeMode( gusSelectedSoldier, usMapPos );
|
||||
else
|
||||
ChangeScopeMode( MercPtrs[ gusSelectedSoldier ], NOWHERE );
|
||||
ChangeScopeMode( gusSelectedSoldier, NOWHERE );
|
||||
|
||||
// reevaluate sight
|
||||
ManLooksForOtherTeams( MercPtrs[ gusSelectedSoldier ] );
|
||||
ManLooksForOtherTeams( gusSelectedSoldier );
|
||||
}
|
||||
}
|
||||
#pragma optimize("", off)
|
||||
@@ -6115,14 +6115,14 @@ INT8 HandleMoveModeInteractiveClick( INT32 usMapPos, UINT32 *puiNewEvent )
|
||||
|
||||
if ( fContinue )
|
||||
{
|
||||
sActionGridNo = FindAdjacentGridEx( MercPtrs[ gusSelectedSoldier ], sIntTileGridNo, &ubDirection, NULL, FALSE, TRUE );
|
||||
sActionGridNo = FindAdjacentGridEx( gusSelectedSoldier, sIntTileGridNo, &ubDirection, NULL, FALSE, TRUE );
|
||||
if ( sActionGridNo == -1 )
|
||||
{
|
||||
sActionGridNo = sIntTileGridNo;
|
||||
}
|
||||
|
||||
// If this is not the same tile as ours, check if we can get to dest!
|
||||
if ( sActionGridNo != MercPtrs[ gusSelectedSoldier ]->sGridNo && gsCurrentActionPoints == 0 )
|
||||
if ( sActionGridNo != gusSelectedSoldier->sGridNo && gsCurrentActionPoints == 0 )
|
||||
{
|
||||
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_PATH ] );
|
||||
bReturnCode = -1;
|
||||
@@ -6403,7 +6403,7 @@ void HandleStanceChangeFromUIKeys( UINT8 ubAnimHeight )
|
||||
{
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
// silversurfer: If we decide to stand up or press "s" again while we are standing we should reset movement to walk mode.
|
||||
// If we want to run we have to press "r" which is handled elsewhere.
|
||||
if ( ubAnimHeight == ANIM_STAND )
|
||||
@@ -6508,9 +6508,9 @@ void HandleStealthChangeFromUIKeys( )
|
||||
{
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
if ( !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ) )
|
||||
if ( !AM_A_ROBOT( gusSelectedSoldier ) )
|
||||
{
|
||||
ToggleStealthMode( MercPtrs[ gusSelectedSoldier ] );
|
||||
ToggleStealthMode( gusSelectedSoldier );
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7475,12 +7475,12 @@ void HandleMouseTBWheel( void )
|
||||
//change stance ->DOWN
|
||||
if ( _KeyDown( ALT ) )
|
||||
{ if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
|
||||
GotoLowerStance(MercPtrs[ gusSelectedSoldier ]);
|
||||
GotoLowerStance(gusSelectedSoldier);
|
||||
return;
|
||||
}
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
|
||||
bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
|
||||
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
|
||||
ErasePath(TRUE);
|
||||
gfPlotNewMovement = TRUE;
|
||||
@@ -7494,14 +7494,14 @@ void HandleMouseTBWheel( void )
|
||||
//change stance ->UP
|
||||
if ( _KeyDown( ALT ) )
|
||||
{ if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
|
||||
GotoHeigherStance( MercPtrs[ gusSelectedSoldier ] );
|
||||
GotoHeigherStance( gusSelectedSoldier );
|
||||
return;
|
||||
}
|
||||
|
||||
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"wheel %d", gViewportRegion.WheelState);
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{ //Select next merc
|
||||
bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
|
||||
bID = FindNextMercInTeamPanel( gusSelectedSoldier, FALSE, FALSE );
|
||||
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
|
||||
ErasePath(TRUE);
|
||||
gfPlotNewMovement = TRUE;
|
||||
@@ -7546,7 +7546,7 @@ void HandleMouseTBX1Button( UINT32 *puiNewEvent )
|
||||
void HandleMouseTBX2Button( UINT32 *puiNewEvent )
|
||||
{
|
||||
if ( _KeyDown( ALT ) )
|
||||
AutoReload( MercPtrs[ gusSelectedSoldier ] );
|
||||
AutoReload( gusSelectedSoldier );
|
||||
else
|
||||
HandleTBToggleStealthAll();
|
||||
}
|
||||
@@ -7761,7 +7761,7 @@ void HandleTBCycleThroughVisibleEnemies( void )
|
||||
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
|
||||
if ( pSoldier->aiData.bOppCnt > 0 )
|
||||
{
|
||||
@@ -7780,7 +7780,7 @@ void HandleTBCycleThroughVisibleEnemiesBackward( void )
|
||||
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
|
||||
if ( pSoldier->aiData.bOppCnt > 0 )
|
||||
{
|
||||
@@ -7808,9 +7808,9 @@ void HandleTBChangeLevel( void )
|
||||
void HandleTBSwapHands( void )
|
||||
{
|
||||
// swap primary & secondary hand
|
||||
if ( gusSelectedSoldier != NOBODY && !AM_A_ROBOT( MercPtrs[ gusSelectedSoldier ] ))
|
||||
if ( gusSelectedSoldier != NOBODY && !AM_A_ROBOT( gusSelectedSoldier ))
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
UINT16 usOldHandItem = pSoldier->inv[HANDPOS].usItem;
|
||||
SwapHandItems( pSoldier );
|
||||
pSoldier->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, pSoldier->inv[HANDPOS].usItem );
|
||||
@@ -7825,7 +7825,7 @@ void HandleTBSwapGunsling( void )
|
||||
|
||||
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
|
||||
{
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
pSoldier->SwitchWeapons( );
|
||||
}
|
||||
}
|
||||
@@ -7833,7 +7833,7 @@ void HandleTBSwapKnife( void )
|
||||
{
|
||||
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
pSoldier->SwitchWeapons( TRUE );
|
||||
}
|
||||
}
|
||||
@@ -7841,7 +7841,7 @@ void HandleTBSwapSidearm( void )
|
||||
{
|
||||
if ( gusSelectedSoldier != NOBODY && UsingNewInventorySystem() == true)
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
pSoldier->SwitchWeapons( FALSE, TRUE );
|
||||
}
|
||||
}
|
||||
@@ -7941,7 +7941,7 @@ void HandleTBToggleStealth( void )
|
||||
}
|
||||
void HandleTBReload( void )
|
||||
{
|
||||
AutoReload( MercPtrs[ gusSelectedSoldier ] );
|
||||
AutoReload( gusSelectedSoldier );
|
||||
}
|
||||
void HandleTBReloadAll( void )
|
||||
{
|
||||
@@ -8242,19 +8242,19 @@ void HandleTBToggleTrapNetworkView( void )
|
||||
void HandleTBGotoHigherStance( void )
|
||||
{
|
||||
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
|
||||
GotoHeigherStance(MercPtrs[ gusSelectedSoldier ]);
|
||||
GotoHeigherStance(gusSelectedSoldier);
|
||||
}
|
||||
void HandleTBGotoLowerStance( void )
|
||||
{
|
||||
if ( (gusSelectedSoldier != NOBODY) && ( gpItemPointer == NULL ) )
|
||||
GotoLowerStance( MercPtrs[ gusSelectedSoldier ] );
|
||||
GotoLowerStance( gusSelectedSoldier );
|
||||
}
|
||||
void HandleTBLocateNextMerc( void )
|
||||
{
|
||||
UINT16 bID;
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{ //Select next merc
|
||||
bID = FindNextMercInTeamPanel( MercPtrs[ gusSelectedSoldier ], FALSE, FALSE );
|
||||
bID = FindNextMercInTeamPanel( gusSelectedSoldier, FALSE, FALSE );
|
||||
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
|
||||
// Center to guy....
|
||||
LocateSoldier( gusSelectedSoldier, SETLOCATOR );
|
||||
@@ -8265,7 +8265,7 @@ void HandleTBLocatePrevMerc( void )
|
||||
UINT16 bID;
|
||||
if ( gusSelectedSoldier != NOBODY )
|
||||
{
|
||||
bID = FindPrevActiveAndAliveMerc( MercPtrs[ gusSelectedSoldier ], TRUE, TRUE );
|
||||
bID = FindPrevActiveAndAliveMerc( gusSelectedSoldier, TRUE, TRUE );
|
||||
HandleLocateSelectMerc( bID, LOCATEANDSELECT_MERC );
|
||||
// Center to guy....
|
||||
LocateSoldier( gusSelectedSoldier, SETLOCATOR );
|
||||
@@ -8338,7 +8338,7 @@ void HandleTBDropBackpacks( void )
|
||||
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
|
||||
if( UsingNewInventorySystem() )
|
||||
{
|
||||
//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
UINT16 ubLoop;
|
||||
|
||||
@@ -8376,7 +8376,7 @@ void HandleTBPickUpBackpacks( void )
|
||||
//if( UsingNewInventorySystem() && gusSelectedSoldier != NOBODY )
|
||||
if( UsingNewInventorySystem() )
|
||||
{
|
||||
//SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
//SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
SOLDIERTYPE *pTeamSoldier;
|
||||
UINT16 ubLoop;
|
||||
|
||||
@@ -8411,7 +8411,7 @@ void HandleTBPickUpBackpacks( void )
|
||||
|
||||
void HandleTBSoldierRun( void )
|
||||
{
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
SOLDIERTYPE *pSoldier = gusSelectedSoldier;
|
||||
if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
|
||||
{
|
||||
pSoldier = GetSoldierStructureForVehicle( pSoldier->iVehicleId );
|
||||
@@ -8861,7 +8861,7 @@ void HandleTacticalStoreInvItem( void )
|
||||
UINT16 APTotalCost = 0;
|
||||
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
else
|
||||
return;
|
||||
|
||||
@@ -8934,7 +8934,7 @@ void HandleTacticalTakeInvItem( INT32 iType )
|
||||
}
|
||||
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
else
|
||||
return;
|
||||
|
||||
@@ -9044,7 +9044,7 @@ void HandleTacticalDropItem( UINT8 ubSlot )
|
||||
UINT16 APTotalCost = 0;
|
||||
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
else
|
||||
return;
|
||||
|
||||
@@ -9069,7 +9069,7 @@ void HandleTacticalTakeItem( void )
|
||||
SOLDIERTYPE *pSoldier;
|
||||
|
||||
if( gusSelectedSoldier != NOBODY )
|
||||
pSoldier = MercPtrs[ gusSelectedSoldier ];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
else
|
||||
return;
|
||||
|
||||
@@ -9108,7 +9108,7 @@ void HandleTacticalReload()
|
||||
INT16 bAPs = 0;
|
||||
|
||||
if (gusSelectedSoldier != NOBODY)
|
||||
pSoldier = MercPtrs[gusSelectedSoldier];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
else
|
||||
return;
|
||||
|
||||
@@ -9579,10 +9579,10 @@ void HandleTBSkillsMenu(void)
|
||||
{
|
||||
TraitsMenu(usMapPos);
|
||||
}
|
||||
else if (gusSelectedSoldier != NOBODY && MercPtrs[gusSelectedSoldier] && !TileIsOutOfBounds(MercPtrs[gusSelectedSoldier]->sGridNo))
|
||||
else if (gusSelectedSoldier != NOBODY && gusSelectedSoldier && !TileIsOutOfBounds(gusSelectedSoldier->sGridNo))
|
||||
{
|
||||
LocateGridNo(MercPtrs[gusSelectedSoldier]->sGridNo);
|
||||
TraitsMenu(MercPtrs[gusSelectedSoldier]->sGridNo);
|
||||
LocateGridNo(gusSelectedSoldier->sGridNo);
|
||||
TraitsMenu(gusSelectedSoldier->sGridNo);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9606,7 +9606,7 @@ void HandleTBPickUpBackpacks(BOOLEAN fAll)
|
||||
|
||||
if (gusSelectedSoldier != NOBODY)
|
||||
{
|
||||
pSoldier = MercPtrs[gusSelectedSoldier];
|
||||
pSoldier = gusSelectedSoldier;
|
||||
}
|
||||
|
||||
INT16 sAPCost = APBPConstants[AP_BACK_PACK];
|
||||
|
||||
Reference in New Issue
Block a user