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- Fix: UB cannot be compiled
- Fixed a few compiler warnings git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8176 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -248,7 +248,7 @@ void RenderBriefingRoomEnter()
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HVOBJECT hContentButtonHandle;
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HVOBJECT hContentButtonHandle;
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UINT16 usWidth=0;
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UINT16 usWidth=0;
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HVOBJECT hHandle;
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//HVOBJECT hHandle;
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DrawBriefingRoomEnterDefaults();
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DrawBriefingRoomEnterDefaults();
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@@ -385,8 +385,7 @@ BOOLEAN DisplayBriefingRoomEnterCopyright()
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void DisplayPlayerActivationBriefingRoomEnterString( void )
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void DisplayPlayerActivationBriefingRoomEnterString( void )
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{
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{
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//HVOBJECT hHandle;
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HVOBJECT hHandle;
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// this function will grab the string that the player will enter for activation
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// this function will grab the string that the player will enter for activation
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@@ -1144,7 +1144,7 @@ UINT32 ExitMsgBox( INT8 ubExitCode )
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{
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{
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UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
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UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
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UINT8 *pDestBuf, *pSrcBuf;
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UINT8 *pDestBuf, *pSrcBuf;
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SGPPoint pPosition;
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//SGPPoint pPosition;
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// Delete popup!
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// Delete popup!
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RemoveMercPopupBoxFromIndex( gMsgBox.iBoxId );
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RemoveMercPopupBoxFromIndex( gMsgBox.iBoxId );
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@@ -124,15 +124,14 @@ JA25_SECTOR_AI_MANAGER gJa25StrategicAi;
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BOOLEAN AddEnemiesToInitialSectorH7();
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BOOLEAN AddEnemiesToInitialSectorH7();
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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UINT32 GetNumberOfJA25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 *pNumAdmins, UINT8 *pNumTroops, UINT8 *pNumElites, UINT8 *pubNumTanks, UINT8 *pubNumJeeps );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps );
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void InitJa25InitialEnemiesInSector();
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void InitJa25InitialEnemiesInSector();
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void InitJa25UnderGroundSectors();
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void InitJa25UnderGroundSectors();
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void InitNumberOfEnemiesInAboveGroundSectors( );
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void InitNumberOfEnemiesInAboveGroundSectors( );
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void InitNumberOfEnemiesInUnderGroundSectors( );
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void InitNumberOfEnemiesInUnderGroundSectors( );
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements );
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps );
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void ResetJa25SectorProbabilities();
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void ResetJa25SectorProbabilities();
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BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
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BOOLEAN InitJa25StrategicSectorAI( BOOLEAN fReset );
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@@ -427,16 +426,14 @@ void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ
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}
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}
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps )
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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{
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{
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SECTORINFO *pSector;
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SECTORINFO* pSector = &SectorInfo[iSectorID];
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pSector = &SectorInfo[ iSectorID ];
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pSector->ubNumAdmins = ubNumAdmins;
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pSector->ubNumAdmins = ubNumAdmins;
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pSector->ubNumTroops = ubNumTroops;
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pSector->ubNumTroops = ubNumTroops;
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumJeeps = ubJeeps;
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pSector->ubNumJeeps = ubNumJeeps;
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}
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}
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements )
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void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8 bBloodCatPlacements )
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@@ -449,7 +446,7 @@ void SetNumberOfJa25BloodCatsInSector( INT32 iSectorID, INT8 bNumBloodCats, INT8
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pSector->bBloodCatPlacements = bBloodCatPlacements;
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pSector->bBloodCatPlacements = bBloodCatPlacements;
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}
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}
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks )
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void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps )
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{
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{
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UNDERGROUND_SECTORINFO *pSector=NULL;
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UNDERGROUND_SECTORINFO *pSector=NULL;
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@@ -461,6 +458,7 @@ void SetNumberJa25EnemiesInUnderGroundSector( INT16 sSectorX, INT16 sSectorY, IN
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pSector->ubNumTroops = ubNumTroops;
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pSector->ubNumTroops = ubNumTroops;
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumElites = ubNumElites;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumTanks = ubNumTanks;
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pSector->ubNumJeeps = ubNumJeeps;
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}
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}
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void InitNumberOfEnemiesInAboveGroundSectors( )
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void InitNumberOfEnemiesInAboveGroundSectors( )
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@@ -188,12 +188,12 @@ BOOLEAN ShouldEnemiesBeAddedToInitialSector();
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void InitJa25StrategicAi();
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void InitJa25StrategicAi();
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extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void InitJa25SaveStruct();
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void InitJa25SaveStruct();
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void InitJa25StrategicAiBloodcats( );
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void InitJa25StrategicAiBloodcats( );
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extern void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void SetNumberJa25EnemiesInSurfaceSector( INT32 iSectorID, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubNumJeeps );
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BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
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BOOLEAN SaveJa25SaveInfoToSaveGame( HWFILE hFile );
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BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
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BOOLEAN LoadJa25SaveInfoFromSavedGame( HWFILE hFile );
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@@ -305,7 +305,6 @@ enum
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extern BOOLEAN gfEnemyShouldImmediatelySeekThePlayer;
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extern BOOLEAN gfEnemyShouldImmediatelySeekThePlayer;
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//extern INT32 giNumJA25Sectors;
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//extern INT32 giNumJA25Sectors;
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extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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void SetJa25SectorOwnedStatus( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fPlayerOwned );
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void SetJa25SectorOwnedStatus( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, BOOLEAN fPlayerOwned );
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INT8 GetTheFurthestSectorPlayerOwns();
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INT8 GetTheFurthestSectorPlayerOwns();
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void Ja25_UpdateTimeOfEndOfLastBattle( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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void Ja25_UpdateTimeOfEndOfLastBattle( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ );
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@@ -317,7 +316,6 @@ void JA25_HandleUpdateOfStrategicAi();
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void SetEnemiesToFindThePlayerMercs();
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void SetEnemiesToFindThePlayerMercs();
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void HandleSayingDontStayToLongWarningInSectorH8();
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void HandleSayingDontStayToLongWarningInSectorH8();
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extern void SetNumberJa25EnemiesInSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ, UINT8 ubNumAdmins, UINT8 ubNumTroops, UINT8 ubNumElites, UINT8 ubNumTanks, UINT8 ubJeeps );
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#ifdef JA2BETAVERSION
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#ifdef JA2BETAVERSION
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BOOLEAN InitJa25StrategicAiDecisions( BOOLEAN fLoadedGame );
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BOOLEAN InitJa25StrategicAiDecisions( BOOLEAN fLoadedGame );
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@@ -498,7 +498,6 @@ UINT16 DetermineCivQuoteEntry( SOLDIERTYPE *pCiv, UINT16 *pubCivHintToUse, BOOLE
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BOOLEAN bCivHighLoyalty = FALSE;
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BOOLEAN bCivHighLoyalty = FALSE;
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BOOLEAN bMiners = FALSE;
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BOOLEAN bMiners = FALSE;
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UINT16 iCounter2;
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UINT16 FileEDTQUoteID;
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UINT16 FileEDTQUoteID;
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(*pubCivHintToUse) = 0;
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(*pubCivHintToUse) = 0;
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@@ -4361,7 +4361,6 @@ void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObjec
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void INVRenderSteeringWheel( UINT32 uiBuffer, UINT32 uiSteeringWheelIndex, SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel )
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void INVRenderSteeringWheel( UINT32 uiBuffer, UINT32 uiSteeringWheelIndex, SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel )
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{
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{
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SOLDIERTYPE *pVehicle = NULL;
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SOLDIERTYPE *pVehicle = NULL;
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UINT32 usHeight, usWidth;
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INT16 sNewY, sNewX;
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INT16 sNewY, sNewX;
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static CHAR16 pStr[ 100 ], pStr2[ 100 ];
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static CHAR16 pStr[ 100 ], pStr2[ 100 ];
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@@ -7585,16 +7584,16 @@ void RenderItemDescriptionBox( )
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{
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{
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if ( !Weapon[gpComparedItemDescObject->usItem].NoSemiAuto )
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if ( !Weapon[gpComparedItemDescObject->usItem].NoSemiAuto )
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{
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{
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UINT8 ubComparedAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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INT16 sComparedAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpComparedItemDescObject, NULL );
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if( ubComparedAttackAPs > ubAttackAPs )
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if ( sComparedAttackAPs > ubAttackAPs )
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{
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{
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SetFontForeground( ITEMDESC_FONTNEGATIVE );
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SetFontForeground( ITEMDESC_FONTNEGATIVE );
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swprintf( pStr, L"+%2d", ubComparedAttackAPs - ubAttackAPs );
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swprintf( pStr, L"+%2d", sComparedAttackAPs - ubAttackAPs );
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}
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}
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else if( ubComparedAttackAPs < ubAttackAPs )
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else if ( sComparedAttackAPs < ubAttackAPs )
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{
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{
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SetFontForeground( ITEMDESC_FONTPOSITIVE );
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SetFontForeground( ITEMDESC_FONTPOSITIVE );
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swprintf( pStr, L"%2d", ubComparedAttackAPs - ubAttackAPs );
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swprintf( pStr, L"%2d", sComparedAttackAPs - ubAttackAPs );
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}
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}
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else
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else
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swprintf( pStr, L"=");
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swprintf( pStr, L"=");
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@@ -1026,7 +1026,7 @@ void HandleFirstHeliDropOfGame( )
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CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
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CharacterDialogueWithSpecialEvent( 0, 0, 0, DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
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}
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}
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UINT16 SpawnAirDropElite( INT32 sGridNo )
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UINT8 SpawnAirDropElite( INT32 sGridNo )
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{
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{
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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@@ -150,7 +150,7 @@ TraitSelection::Setup( UINT32 aVal )
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INT16 sX, sY;
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INT16 sX, sY;
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// sevenfm: changed TraitsMenu position from soldier to mouse
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// sevenfm: changed TraitsMenu position from soldier to mouse
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//GetSoldierScreenPos( pSoldier, &sX, &sY );
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//GetSoldierScreenPos( pSoldier, &sX, &sY );
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GetGridNoScreenPos( sTraitsMenuTargetGridNo, gsInterfaceLevel, &sX, &sY );
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GetGridNoScreenPos( sTraitsMenuTargetGridNo, (UINT8)gsInterfaceLevel, &sX, &sY );
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if( sX < 0 ) sX = 0;
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if( sX < 0 ) sX = 0;
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if( sY < 0 ) sY = 0;
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if( sY < 0 ) sY = 0;
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@@ -22844,7 +22844,7 @@ void HandleVolunteerRecruitment( SOLDIERTYPE* pRecruiter, SOLDIERTYPE* pTarget )
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// bonus for assertive characters
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// bonus for assertive characters
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if ( DoesMercHavePersonality( pRecruiter, CHAR_TRAIT_ASSERTIVE ) )
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if ( DoesMercHavePersonality( pRecruiter, CHAR_TRAIT_ASSERTIVE ) )
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leadershipfactor *= 1.05;
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leadershipfactor *= 1.05f;
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FLOAT recruitmodifier = (100 + pRecruiter->GetBackgroundValue( BG_PERC_APPROACH_RECRUIT )) / 100.0f;
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FLOAT recruitmodifier = (100 + pRecruiter->GetBackgroundValue( BG_PERC_APPROACH_RECRUIT )) / 100.0f;
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@@ -4161,12 +4161,6 @@ UINT8 GetLocationModifier( UINT8 ubSoldierClass )
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{
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{
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UINT8 ubLocationModifier = 0;
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UINT8 ubLocationModifier = 0;
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INT16 sSectorX, sSectorY, sSectorZ;
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INT16 sSectorX, sSectorY, sSectorZ;
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#ifdef JA2UB
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#else
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//INT8 bTownId;
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//UINT8 ubPalaceDistance;
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#endif
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BOOLEAN fSuccess;
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// Flugente: why do we always crash the game if something does not work?
|
// Flugente: why do we always crash the game if something does not work?
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// where is all this taking place?
|
// where is all this taking place?
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@@ -3093,7 +3093,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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GetMouseMapPos( &sGridNo );
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GetMouseMapPos( &sGridNo );
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// a node to add a structure
|
// a node to add a structure
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AddFortificationPlanNode( sGridNo, gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, TRUE );
|
AddFortificationPlanNode( sGridNo, (INT8)gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, TRUE );
|
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}
|
}
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else if ( fAlt )
|
else if ( fAlt )
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{
|
{
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@@ -3145,7 +3145,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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GetMouseMapPos( &sGridNo );
|
GetMouseMapPos( &sGridNo );
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|
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// a node to delete a structure
|
// a node to delete a structure
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AddFortificationPlanNode( sGridNo, gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, FALSE );
|
AddFortificationPlanNode( sGridNo, (INT8)gsInterfaceLevel, gCurrentFortificationStructure, gCurrentFortificationTileLibraryIndex, FALSE );
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}
|
}
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else
|
else
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{
|
{
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@@ -132,7 +132,7 @@ VehicleSelection::Setup( UINT32 aVal )
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|
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// grab soldier's x,y screen position
|
// grab soldier's x,y screen position
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INT16 sX, sY;
|
INT16 sX, sY;
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GetGridNoScreenPos( sVehicleMenuTargetGridNo, gsInterfaceLevel, &sX, &sY );
|
GetGridNoScreenPos( sVehicleMenuTargetGridNo, (UINT8)gsInterfaceLevel, &sX, &sY );
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|
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if( sX < 0 ) sX = 0;
|
if( sX < 0 ) sX = 0;
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if( sY < 0 ) sY = 0;
|
if( sY < 0 ) sY = 0;
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@@ -154,7 +154,7 @@ diseaseEndElementHandle( void *userData, const XML_Char *name )
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else if ( strcmp( name, "uiIndex" ) == 0 )
|
else if ( strcmp( name, "uiIndex" ) == 0 )
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||||||
{
|
{
|
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pData->curElement = ELEMENT;
|
pData->curElement = ELEMENT;
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pData->curItem.uiIndex = (UINT16)atol( pData->szCharData );
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pData->curItem.uiIndex = (UINT8)atol( pData->szCharData );
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}
|
}
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else if ( strcmp( name, "szName" ) == 0 )
|
else if ( strcmp( name, "szName" ) == 0 )
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||||||
{
|
{
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@@ -14,7 +14,7 @@ void StartHelicopterRun();
|
|||||||
|
|
||||||
void HandleHeliDrop( BOOLEAN fPlayer = TRUE );
|
void HandleHeliDrop( BOOLEAN fPlayer = TRUE );
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|
|
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UINT16 SpawnAirDropElite( INT32 sGridNo );
|
UINT8 SpawnAirDropElite( INT32 sGridNo );
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||||||
|
|
||||||
void InitiateEnemyAirDropSoldiers( INT32 sGridNo );
|
void InitiateEnemyAirDropSoldiers( INT32 sGridNo );
|
||||||
void HandleEnemyAirdrop( );
|
void HandleEnemyAirdrop( );
|
||||||
|
|||||||
@@ -511,7 +511,7 @@ INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSwee
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadius )
|
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT16 ubRadius )
|
||||||
{
|
{
|
||||||
INT16 sTop, sBottom;
|
INT16 sTop, sBottom;
|
||||||
INT16 sLeft, sRight;
|
INT16 sLeft, sRight;
|
||||||
@@ -522,9 +522,8 @@ INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadiu
|
|||||||
INT32 leftmost;
|
INT32 leftmost;
|
||||||
BOOLEAN fFound = FALSE;
|
BOOLEAN fFound = FALSE;
|
||||||
EXITGRID ExitGrid;
|
EXITGRID ExitGrid;
|
||||||
|
|
||||||
|
sTop = ubRadius;
|
||||||
sTop = ubRadius;
|
|
||||||
sBottom = -ubRadius;
|
sBottom = -ubRadius;
|
||||||
sLeft = - ubRadius;
|
sLeft = - ubRadius;
|
||||||
sRight = ubRadius;
|
sRight = ubRadius;
|
||||||
@@ -532,11 +531,11 @@ INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadiu
|
|||||||
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
|
//clear the mapelements of potential residue MAPELEMENT_REACHABLE flags
|
||||||
uiLowestRange = 999999;
|
uiLowestRange = 999999;
|
||||||
|
|
||||||
for( cnt1 = sBottom; cnt1 <= sTop; cnt1++ )
|
for( cnt1 = sBottom; cnt1 <= sTop; ++cnt1 )
|
||||||
{
|
{
|
||||||
leftmost = ( ( sSrcGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
|
leftmost = ( ( sSrcGridNo + ( WORLD_COLS * cnt1 ) )/ WORLD_COLS ) * WORLD_COLS;
|
||||||
|
|
||||||
for( cnt2 = sLeft; cnt2 <= sRight; cnt2++ )
|
for( cnt2 = sLeft; cnt2 <= sRight; ++cnt2 )
|
||||||
{
|
{
|
||||||
sGridNo = sSrcGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
|
sGridNo = sSrcGridNo + ( WORLD_COLS * cnt1 ) + cnt2;
|
||||||
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
|
if( sGridNo >=0 && sGridNo < WORLD_MAX && sGridNo >= leftmost && sGridNo < ( leftmost + WORLD_COLS ) )
|
||||||
|
|||||||
@@ -51,6 +51,6 @@ extern BOOLEAN gfShowExitGrids;//dnl ch86 190214
|
|||||||
// Finds closest ExitGrid of same type as is at gridno, within a radius. Checks
|
// Finds closest ExitGrid of same type as is at gridno, within a radius. Checks
|
||||||
// valid paths, destinations, etc.
|
// valid paths, destinations, etc.
|
||||||
INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
|
INT32 FindGridNoFromSweetSpotCloseToExitGrid( SOLDIERTYPE *pSoldier, INT32 sSweetGridNo, INT8 ubRadius, UINT8 *pubDirection );
|
||||||
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT8 ubRadius );
|
INT32 FindClosestExitGrid( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo, INT16 ubRadius );
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
Reference in New Issue
Block a user