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Fix: various individual militia issues
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8477 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+2
-1
@@ -21,6 +21,7 @@ extern CHAR16 zTrackingNumber[16];
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// Keeps track of the saved game version. Increment the saved game version whenever
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// you will invalidate the saved game file
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#define INDIVIDUAL_MILITIA_RANKFIX 175 // Flugente: internal individual militia change requires variable change
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#define DRAGPERSONS 174 // Flugente: we can drag people and corpses now
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#define SEPARATE_VOICESETS 173 // Flugente: voice sets are now separate from profile slots, and we can have many more of them
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#define HACKABLE_SAMS 172 // Flugente: SAM sites now have a status for hacking
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@@ -93,7 +94,7 @@ extern CHAR16 zTrackingNumber[16];
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#define AP100_SAVEGAME_DATATYPE_CHANGE 105 // Before this, we didn't have the 100AP structure changes
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#define NIV_SAVEGAME_DATATYPE_CHANGE 102 // Before this, we used the old structure system
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#define SAVE_GAME_VERSION DRAGPERSONS
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#define SAVE_GAME_VERSION INDIVIDUAL_MILITIA_RANKFIX
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//#define RUSSIANGOLD
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#ifdef __cplusplus
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@@ -136,15 +136,10 @@ MilitiaPersonalDataTableFireConfirmationCallback( UINT8 val )
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militia.Fire();
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UpdateMilitia( militia );
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INT8 type = SoldierClassToMilitiaRank( militia.soldierclass);
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if ( type > -1 )
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{
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StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), (UINT8)type, 1 );
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StrategicRemoveMilitiaFromSector( SECTORX( militia.sector ), SECTORY( militia.sector ), militia.militiarank, 1 );
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ResetMilitia();
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}
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ResetMilitia();
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militiaindividualmainwidget.SetRefresh();
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}
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@@ -245,9 +240,9 @@ MilitiaPersonalDataTable::Display( )
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{
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UINT8 vest = GREENVEST;
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UINT8 pants = BEIGEPANTS;
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if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
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if ( militia.militiarank == REGULAR_MILITIA)
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vest = JEANVEST;
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else if ( militia.soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( militia.militiarank == ELITE_MILITIA)
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vest = BLUEVEST;
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// show background first
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@@ -233,9 +233,9 @@ void FilterIndividualMilitia( InidivualMilitiaLifeState aLifeState, InidivualMil
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|| (aLifeState != IMLS_FIRED && aLifeState != IMLS_ALL && ((*it).flagmask & MILITIAFLAG_FIRED)) )
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continue;
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if ( (aRankState == IMRS_GREEN && (*it).soldierclass != SOLDIER_CLASS_GREEN_MILITIA ) ||
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(aRankState == IMRS_REGULAR && (*it).soldierclass != SOLDIER_CLASS_REG_MILITIA) ||
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(aRankState == IMRS_ELITE && (*it).soldierclass != SOLDIER_CLASS_ELITE_MILITIA) )
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if ( (aRankState == IMRS_GREEN && (*it).militiarank != GREEN_MILITIA) ||
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(aRankState == IMRS_REGULAR && (*it).militiarank != REGULAR_MILITIA) ||
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(aRankState == IMRS_ELITE && (*it).militiarank != ELITE_MILITIA) )
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continue;
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if ( (aOriginState == IMOS_ARULCO && (*it).origin != MO_ARULCO) ||
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@@ -545,11 +545,11 @@ void GetFaceData( UINT32 aMilitiaId, UINT32& arImageLib, UINT16& arImage )
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{
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if ( militia.flagmask & MILITIAFLAG_DEAD )
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arImage = HUMAN_SKULL;
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else if ( militia.soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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else if ( militia.militiarank == GREEN_MILITIA)
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arImage = militia.bodytype == REGFEMALE ? MILITIA1F_FACE : MILITIA1_FACE;
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else if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
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else if ( militia.militiarank == REGULAR_MILITIA)
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arImage = militia.bodytype == REGFEMALE ? MILITIA2F_FACE : MILITIA2_FACE;
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else if ( militia.soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( militia.militiarank == ELITE_MILITIA)
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arImage = militia.bodytype == REGFEMALE ? MILITIA3F_FACE : MILITIA3_FACE;
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}
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}
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@@ -63,7 +63,7 @@ MILITIA::Load( HWFILE hwFile )
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numBytesRead = ReadFieldByField( hwFile, &originsector, sizeof(originsector), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, §or, sizeof(sector), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &age, sizeof(age), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &soldierclass, sizeof(soldierclass), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &militiarank, sizeof(militiarank), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &bodytype, sizeof(bodytype), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &skin, sizeof(skin), sizeof(UINT8), numBytesRead );
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numBytesRead = ReadFieldByField( hwFile, &hair, sizeof(hair), sizeof(UINT8), numBytesRead );
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@@ -146,25 +146,19 @@ void MILITIA::AddKills( UINT16 aKills, UINT16 aAssists )
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// important: increase by the NEW points (as militia that start with a higher rank have their points adjusted, promotion points are not always the sum of kills and assists)
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promotionpoints += 2 * aKills + aAssists;
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if ( soldierclass == SOLDIER_CLASS_REG_MILITIA )
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if ( militiarank == REGULAR_MILITIA )
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{
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promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular );
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}
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else if ( soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( militiarank == ELITE_MILITIA )
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{
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promotionpoints = max( promotionpoints, gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular + gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Elite );
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}
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}
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UINT16 MILITIA::GetWage( )
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{
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UINT8 type = GREEN_MILITIA;
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if ( soldierclass == SOLDIER_CLASS_REG_MILITIA )
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type = REGULAR_MILITIA;
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else if ( soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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type = ELITE_MILITIA;
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return gMilitiaOriginData[origin].dailycost[type];
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{
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return gMilitiaOriginData[origin].dailycost[militiarank];
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}
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// release militia from our service. Does not take care of actually removing a militia from the sector!
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@@ -218,6 +212,10 @@ BOOLEAN LoadIndividualMilitiaData( HWFILE hwFile )
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if ( !data.Load( hwFile ) )
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return(FALSE);
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// we changed variable storing the militia quality from soldierclass to militia rank, so we have to change this here
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if ( guiCurrentSaveGameVersion < INDIVIDUAL_MILITIA_RANKFIX )
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data.militiarank = SoldierClassToMilitiaRank( data.militiarank );
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gIndividualMilitiaVector.push_back(data);
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}
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@@ -349,9 +347,9 @@ void HandleHourlyMilitiaHealing( )
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}
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}
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UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector )
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UINT32 CreateRandomIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector )
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{
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UINT32 militiaid = CreateNewIndividualMilitia( aSoldierClass, aOrigin, aSector );
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UINT32 militiaid = CreateNewIndividualMilitia(aMilitiaRank, aOrigin, aSector );
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MILITIA newmilitia;
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if ( GetMilitia( militiaid, &newmilitia ) )
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@@ -410,21 +408,19 @@ UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8
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return militiaid;
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}
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UINT32 CreateNewIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector )
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UINT32 CreateNewIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector )
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{
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if ( !gGameExternalOptions.fIndividualMilitia )
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return 0;
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// make sure we use a valid soldier class
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UINT8 soldierclass = aSoldierClass;
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if ( soldierclass < SOLDIER_CLASS_GREEN_MILITIA || soldierclass > SOLDIER_CLASS_ELITE_MILITIA )
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soldierclass = SOLDIER_CLASS_GREEN_MILITIA;
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MILITIA newmilitia;
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newmilitia.id = GetFreeIndividualMilitiaId( );
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newmilitia.soldierclass = soldierclass;
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// make sure we use a valid soldier class
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newmilitia.militiarank = aMilitiaRank;
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if ( newmilitia.militiarank >= MAX_MILITIA_LEVELS )
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newmilitia.militiarank = GREEN_MILITIA;
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// according to origin, we choose bodytype, skin, hair, fore- and surname
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newmilitia.origin = aOrigin;
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@@ -518,10 +514,12 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
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if ( !gGameExternalOptions.fIndividualMilitia )
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return 0;
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UINT8 militialevel = SoldierClassToMilitiaRank( aSoldierClass );
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std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end();
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for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it )
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{
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).soldierclass == aSoldierClass )
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).militiarank == militialevel )
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{
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// fitting data found - now we have to make sure this one isn't already in use
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BOOLEAN found = FALSE;
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@@ -530,21 +528,21 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
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INT32 cnt = gTacticalStatus.Team[MILITIA_TEAM].bFirstID;
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INT32 lastid = gTacticalStatus.Team[MILITIA_TEAM].bLastID;
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for ( pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier )
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for (pSoldier = MercPtrs[cnt]; cnt < lastid; ++cnt, ++pSoldier)
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{
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if ( pSoldier && pSoldier->bActive && (*it).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId( pSoldier->usIndividualMilitiaID ) )
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if (pSoldier && pSoldier->bActive && (*it).id == pSoldier->usIndividualMilitiaID && IsLegalMilitiaId(pSoldier->usIndividualMilitiaID) )
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{
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found = TRUE;
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break;
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}
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}
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if ( IndividualMilitiaInUse_AutoResolve( (*it).id ) )
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if ( !found && IndividualMilitiaInUse_AutoResolve((*it).id))
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{
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found = TRUE;
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}
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if ( !found )
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if (!found)
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{
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return (*it).id;
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}
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@@ -556,7 +554,7 @@ UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector )
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ScreenMsg( FONT_MCOLOR_RED, MSG_INTERFACE, L"Possible error: Not enough individual militia found in GetIdOfUnusedindividualMilitia" );
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// nobody found. That shouldn't really happen, as we are supposed to create data whenever new militia is created. Create new data and use that
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return CreateNewIndividualMilitia( aSoldierClass, MO_ARULCO, aSector );
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return CreateNewIndividualMilitia( militialevel, MO_ARULCO, aSector );
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}
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// handle possible militia promotion and individual militia update
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@@ -569,7 +567,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
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militia.AddKills( pSoldier->ubMilitiaKills, pSoldier->ubMilitiaAssists );
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// if we have enough points, promote
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if ( militia.soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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if ( militia.militiarank == GREEN_MILITIA)
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{
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if ( militia.promotionpoints >= gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular )
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{
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@@ -598,7 +596,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
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}
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}
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}
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else if ( militia.soldierclass == SOLDIER_CLASS_REG_MILITIA )
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else if ( militia.militiarank == REGULAR_MILITIA)
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{
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if ( militia.promotionpoints >= gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Regular + gGameExternalOptions.usIndividualMilitia_PromotionPoints_To_Elite )
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{
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@@ -640,7 +638,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
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}
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// separate report for promotion
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if ( militia.soldierclass != pSoldier->ubSoldierClass )
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if ( militia.militiarank != SoldierClassToMilitiaRank( pSoldier->ubSoldierClass ) )
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{
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MILITIA_BATTLEREPORT report;
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report.id = GetWorldTotalMin( );
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@@ -649,7 +647,7 @@ void HandlePossibleMilitiaPromotion( SOLDIERTYPE* pSoldier, BOOLEAN aAutoResolve
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}
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militia.healthratio = 100.0f * pSoldier->stats.bLife / pSoldier->stats.bLifeMax;
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militia.soldierclass = pSoldier->ubSoldierClass;
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militia.militiarank = SoldierClassToMilitiaRank( pSoldier->ubSoldierClass );
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UpdateMilitia( militia );
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}
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@@ -697,17 +695,17 @@ void MoveIndividualMilitiaProfiles( UINT8 aSourceSector, UINT8 aTargetSector, UI
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSourceSector )
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{
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if ( usGreens && ( *it ).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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if ( usGreens && ( *it ).militiarank == GREEN_MILITIA)
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{
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(*it).sector = aTargetSector;
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--usGreens;
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}
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else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
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else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
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{
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(*it).sector = aTargetSector;
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--usRegulars;
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}
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else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( usElites && (*it).militiarank == ELITE_MILITIA)
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{
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(*it).sector = aTargetSector;
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--usElites;
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@@ -732,15 +730,15 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector )
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{
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if ( usGreens && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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if ( usGreens && (*it).militiarank == GREEN_MILITIA)
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{
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--usGreens;
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}
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else if ( usRegulars && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
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else if ( usRegulars && (*it).militiarank == REGULAR_MILITIA)
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{
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--usRegulars;
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}
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else if ( usElites && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( usElites && (*it).militiarank == ELITE_MILITIA)
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{
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--usElites;
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}
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@@ -756,12 +754,14 @@ void DisbandIndividualMilitia( UINT8 aSector, UINT8 usGreens, UINT8 usRegulars,
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void PromoteIndividualMilitia( UINT8 aSector, UINT8 aSoldierClass )
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{
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UINT8 militiarank = SoldierClassToMilitiaRank( aSoldierClass );
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std::vector<MILITIA>::iterator itend = gIndividualMilitiaVector.end( );
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for ( std::vector<MILITIA>::iterator it = gIndividualMilitiaVector.begin( ); it != itend; ++it )
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{
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).soldierclass == aSoldierClass )
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && (*it).sector == aSector && (*it).militiarank == militiarank )
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{
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(*it).soldierclass++;
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(*it).militiarank++;
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// to properly update promotion points
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(*it).AddKills(0, 0);
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@@ -785,11 +785,11 @@ UINT32 GetDailyUpkeep_IndividualMilitia( UINT32& arNumGreen, UINT32& arNumRegula
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{
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) )
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{
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if ( (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
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if ( (*it).militiarank == REGULAR_MILITIA )
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{
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++arNumRegular;
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}
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else if ( (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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else if ( (*it).militiarank == ELITE_MILITIA )
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{
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++arNumElite;
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}
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@@ -816,19 +816,7 @@ void PickIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber )
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED | MILITIAFLAG_NEEDS_SECTOR)) && (*it).sector == aSector )
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{
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if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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{
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(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
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--aNumber;
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}
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else if ( ubType == REGULAR_MILITIA && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
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{
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(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
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--aNumber;
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}
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else if ( ubType == ELITE_MILITIA && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
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if ( ubType == (*it).militiarank )
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{
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(*it).flagmask |= MILITIAFLAG_NEEDS_SECTOR;
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@@ -852,21 +840,7 @@ void DropIndividualMilitia( UINT8 aSector, UINT8 ubType, UINT16 aNumber )
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if ( !((*it).flagmask & (MILITIAFLAG_DEAD | MILITIAFLAG_FIRED)) && ((*it).flagmask & MILITIAFLAG_NEEDS_SECTOR) )
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{
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if ( ubType == GREEN_MILITIA && (*it).soldierclass == SOLDIER_CLASS_GREEN_MILITIA )
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{
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(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
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(*it).sector = aSector;
|
||||
|
||||
--aNumber;
|
||||
}
|
||||
else if ( ubType == REGULAR_MILITIA && (*it).soldierclass == SOLDIER_CLASS_REG_MILITIA )
|
||||
{
|
||||
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
|
||||
(*it).sector = aSector;
|
||||
|
||||
--aNumber;
|
||||
}
|
||||
else if ( ubType == ELITE_MILITIA && (*it).soldierclass == SOLDIER_CLASS_ELITE_MILITIA )
|
||||
if ( ubType == (*it).militiarank )
|
||||
{
|
||||
(*it).flagmask &= ~MILITIAFLAG_NEEDS_SECTOR;
|
||||
(*it).sector = aSector;
|
||||
|
||||
@@ -104,7 +104,7 @@ public:
|
||||
UINT8 age;
|
||||
|
||||
// visuals
|
||||
UINT8 soldierclass; // green/veteran/elite
|
||||
UINT8 militiarank; // green/veteran/elite
|
||||
UINT8 bodytype; // male/bigmale1/bigmale2/female
|
||||
UINT8 skin;
|
||||
UINT8 hair;
|
||||
@@ -159,9 +159,9 @@ void UpdateAllMilitiaHealthInTactical();
|
||||
|
||||
void HandleHourlyMilitiaHealing( );
|
||||
|
||||
UINT32 CreateRandomIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector );
|
||||
UINT32 CreateRandomIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector );
|
||||
|
||||
UINT32 CreateNewIndividualMilitia( UINT8 aSoldierClass, UINT8 aOrigin, UINT8 aSector );
|
||||
UINT32 CreateNewIndividualMilitia( UINT8 aMilitiaRank, UINT8 aOrigin, UINT8 aSector );
|
||||
|
||||
UINT32 GetIdOfUnusedindividualMilitia( UINT8 aSoldierClass, UINT8 aSector );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user