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Use SoldierID
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@@ -3283,13 +3283,12 @@ void BillyBlocksDoorCallback( void )
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BOOLEAN HookerInRoom( UINT16 usRoom )
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{
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//DBrot: More Rooms
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UINT16 ubLoop;//, ubTempRoom;
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UINT16 usTempRoom;
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SOLDIERTYPE * pSoldier;
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for ( ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ubLoop++ )
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for ( SoldierID ubLoop = gTacticalStatus.Team[ CIV_TEAM ].bFirstID; ubLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++ubLoop )
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{
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pSoldier = MercPtrs[ ubLoop ];
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pSoldier = ubLoop;
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife >= OKLIFE && pSoldier->aiData.bNeutral && pSoldier->ubBodyType == MINICIV )
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{
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@@ -4292,7 +4291,7 @@ void HandleExplosionQueue( void )
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if (gfExplosionQueueMayHaveChangedSight)
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{
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UINT16 ubLoop;
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SoldierID ubLoop;
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SOLDIERTYPE * pTeamSoldier;
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// set variable so we may at least have someone to resolve interrupts vs
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@@ -4301,8 +4300,9 @@ void HandleExplosionQueue( void )
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// call fov code
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ubLoop = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pTeamSoldier = MercPtrs[ ubLoop ]; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ubLoop++, pTeamSoldier++ )
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for ( ; ubLoop <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++ubLoop )
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{
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pTeamSoldier = ubLoop;
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector )
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{
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RevealRoofsAndItems( pTeamSoldier, TRUE, FALSE, pTeamSoldier->pathing.bLevel, FALSE );
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@@ -4442,17 +4442,17 @@ void HandleExplosionWarningAnimations( )
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// soldiers
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if (!fShow)
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{
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for (UINT32 ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
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for ( SoldierID ubID = gTacticalStatus.Team[OUR_TEAM].bFirstID; ubID <= gTacticalStatus.Team[CIV_TEAM].bLastID; ++ubID)
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{
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if (ubID != pSoldier->ubID &&
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MercPtrs[ubID] &&
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MercPtrs[ubID]->sGridNo == sSpot &&
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MercPtrs[ubID]->bVisible == TRUE &&
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MercPtrs[ubID]->pathing.bLevel == bLevel &&
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gAnimControl[MercPtrs[ubID]->usAnimState].ubEndHeight == ANIM_PRONE &&
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!Water(MercPtrs[ubID]->sGridNo, MercPtrs[ubID]->pathing.bLevel) &&
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ubID != NOBODY &&
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ubID->sGridNo == sSpot &&
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ubID->bVisible == TRUE &&
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ubID->pathing.bLevel == bLevel &&
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gAnimControl[ubID->usAnimState].ubEndHeight == ANIM_PRONE &&
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!Water(ubID->sGridNo, ubID->pathing.bLevel) &&
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pSoldier->ubBodyType <= REGFEMALE &&
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(MercPtrs[ubID]->bTeam == pSoldier->bTeam || MercPtrs[ubID]->IsUnconscious() || MercPtrs[ubID]->stats.bLife < OKLIFE))
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(ubID->bTeam == pSoldier->bTeam || ubID->IsUnconscious() || ubID->stats.bLife < OKLIFE))
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{
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fShow = TRUE;
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}
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@@ -5308,7 +5308,6 @@ void UpdateSAMDoneRepair( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
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void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
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{
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SOLDIERTYPE * pSoldier;
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UINT16 cnt;
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if ( ubOwner == NOBODY )
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{
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@@ -5324,9 +5323,10 @@ void HandleBuldingDestruction( INT32 sGridNo, SoldierID ubOwner )
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if ( sGridNo == NOWHERE || !InARoom( sGridNo, NULL ) )
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return;
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cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; cnt++ ,pSoldier++ )
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SoldierID cnt = gTacticalStatus.Team[ CIV_TEAM ].bFirstID;
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for ( ; cnt <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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if ( pSoldier->bActive && pSoldier->bInSector && pSoldier->stats.bLife && pSoldier->aiData.bNeutral )
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{
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if ( pSoldier->ubProfile != NO_PROFILE )
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@@ -1336,10 +1336,11 @@ INT32 RandomGridNo()
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BOOLEAN GridNoNearPlayerMercs( INT32 sGridNo, INT16 sRadius )
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{
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SOLDIERTYPE* pTeamSoldier = NULL;
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INT32 cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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INT32 lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt < lastid; ++cnt, ++pTeamSoldier)
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SoldierID cnt = gTacticalStatus.Team[ OUR_TEAM ].bFirstID;
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SoldierID lastid = gTacticalStatus.Team[ OUR_TEAM ].bLastID;
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for ( ; cnt < lastid; ++cnt )
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{
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pTeamSoldier = cnt;
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if ( pTeamSoldier && pTeamSoldier->bActive && pTeamSoldier->bInSector )
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{
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if ( PythSpacesAway(sGridNo, pTeamSoldier->sGridNo) < sRadius )
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@@ -227,7 +227,7 @@ void InitTacticalPlacementGUI()
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{
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islocked=0;//hayden
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VOBJECT_DESC VObjectDesc;
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INT32 i, xp, yp;
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INT32 xp, yp;
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UINT8 ubFaceIndex;
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gfTacticalPlacementGUIActive = TRUE;
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gfTacticalPlacementGUIDirty = TRUE;
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@@ -325,9 +325,9 @@ void InitTacticalPlacementGUI()
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//First pass: Count the number of mercs that are going to be placed by the player.
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// This determines the size of the array we will allocate.
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giPlacements = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && !pSoldier->flags.fBetweenSectors &&
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CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
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!( pSoldier->flags.uiStatusFlags & ( SOLDIER_VEHICLE ) ) && // ATE Ignore vehicles
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@@ -345,9 +345,9 @@ void InitTacticalPlacementGUI()
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Assert( gMercPlacement );
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//Second pass: Assign the mercs to their respective slots.
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giPlacements = 0;
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for( i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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for( SoldierID i = gTacticalStatus.Team[ OUR_TEAM ].bFirstID; i <= gTacticalStatus.Team[ OUR_TEAM ].bLastID; ++i )
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{
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SOLDIERTYPE *pSoldier = MercPtrs[i];
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SOLDIERTYPE *pSoldier = i;
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if( pSoldier->bActive && pSoldier->stats.bLife && !pSoldier->flags.fBetweenSectors &&
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CurrentBattleSectorIs( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) &&
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pSoldier->bAssignment != ASSIGNMENT_POW &&
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@@ -426,7 +426,7 @@ void InitTacticalPlacementGUI()
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}
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//add all the faces now
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for( i = 0; i < giPlacements; ++i )
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for( INT32 i = 0; i < giPlacements; ++i )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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@@ -483,7 +483,7 @@ void InitTacticalPlacementGUI()
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{
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ButtonList[ iTPButtons[ GROUP_BUTTON ] ]->uiFlags |= BUTTON_CLICKED_ON;
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for( i = 0; i < giPlacements; ++i )
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for( INT32 i = 0; i < giPlacements; ++i )
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{ //go from the currently selected soldier to the end
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if( !gMercPlacement[ i ].fPlaced )
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{ //Found an unplaced merc. Select him.
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