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https://github.com/1dot13/source.git
synced 2026-09-09 14:46:05 +02:00
Cleaned up code.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8593 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -722,14 +722,10 @@ INT32 GetMapColour( INT16 sX, INT16 sY, UINT8 aType )
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return MAP_SHADE_DK_GREEN;
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return MAP_SHADE_DK_GREEN;
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else if ( diseaseratio < 0.1f )
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else if ( diseaseratio < 0.1f )
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return MAP_SHADE_MD_GREEN;
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return MAP_SHADE_MD_GREEN;
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else if ( diseaseratio < 0.2f )
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else if ( diseaseratio < 0.25f )
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return MAP_SHADE_LT_GREEN;
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return MAP_SHADE_LT_GREEN;
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else if ( diseaseratio < 0.3f )
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return MAP_SHADE_DK_YELLOW;
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else if ( diseaseratio < 0.4f )
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else if ( diseaseratio < 0.4f )
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return MAP_SHADE_MD_YELLOW;
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return MAP_SHADE_MD_YELLOW;
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else if ( diseaseratio < 0.5f )
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return MAP_SHADE_LT_YELLOW;
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else if ( diseaseratio < 0.65f )
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else if ( diseaseratio < 0.65f )
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return MAP_SHADE_ORANGE;
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return MAP_SHADE_ORANGE;
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else if ( diseaseratio < 0.8f )
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else if ( diseaseratio < 0.8f )
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+30
-55
@@ -2660,7 +2660,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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return;
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return;
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}
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}
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// If this is an EPC , just kill them...
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// If this is an EPC , just kill them...
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if ( AM_AN_EPC( pSoldier ) )
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if ( AM_AN_EPC( pSoldier ) )
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{
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{
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@@ -2678,7 +2677,6 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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// ATE: Patch fix If in a vehicle, remove from vehicle...
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// ATE: Patch fix If in a vehicle, remove from vehicle...
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TakeSoldierOutOfVehicle( pSoldier );
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TakeSoldierOutOfVehicle( pSoldier );
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// Are there enemies in ALMA? ( I13 )
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// Are there enemies in ALMA? ( I13 )
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iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, ENEMY_TEAM ); //(13, 9)
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iNumEnemiesInSector = NumNonPlayerTeamMembersInSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, ENEMY_TEAM ); //(13, 9)
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@@ -2708,74 +2706,54 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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RemoveCharacterFromSquads( pSoldier );
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RemoveCharacterFromSquads( pSoldier );
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WORLDITEM WorldItem;
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WORLDITEM WorldItem;
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std::vector<WORLDITEM> pWorldItem(1);//dnl ch75 271013
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std::vector<WORLDITEM> pWorldItem;
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// Is this the first one..?
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if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED || gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
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if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTNOTSTARTED )
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{
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{
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//-teleport him to NE Alma sector (not Tixa as originally planned)
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INT32 itemdropoffgridno = -1;
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pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
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pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
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pSoldier->bSectorZ = 0;
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// put him on the floor!!
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// Is this the first one..?
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pSoldier->pathing.bLevel = 0;
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if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTNOTSTARTED )
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{
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//-teleport him to NE Alma sector (not Tixa as originally planned)
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pSoldier->sSectorX = gModSettings.ubInitialPOWSectorX; //13
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pSoldier->sSectorY = gModSettings.ubInitialPOWSectorY; //9
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pSoldier->bSectorZ = 0;
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pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iInitialPOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];
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}
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else //if ( gubQuest[QUEST_HELD_IN_ALMA] == QUESTDONE )
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{
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//-teleport him to N7
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pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
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pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
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pSoldier->bSectorZ = 0;
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pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[gStrategicStatus.ubNumCapturedForRescue];
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itemdropoffgridno = gModSettings.iMeanwhileInterrogatePOWItemGridNo[gStrategicStatus.ubNumCapturedForRescue];;
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}
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// OK, drop all items!
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// OK, drop all items!
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UINT32 invsize = pSoldier->inv.size();
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UINT32 invsize = pSoldier->inv.size();
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for ( i = 0; i < invsize; ++i )
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for ( i = 0; i < invsize; ++i )
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{
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{
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if( pSoldier->inv[ i ].exists() == true )
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if ( pSoldier->inv[i].exists() )
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{
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{
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WorldItem.fExists = TRUE;
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WorldItem.fExists = TRUE;
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WorldItem.sGridNo = gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.sGridNo = itemdropoffgridno;
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WorldItem.ubLevel = 0;
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WorldItem.ubLevel = 0;
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WorldItem.usFlags = 0;
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WorldItem.usFlags = 0;
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WorldItem.bVisible = FALSE;
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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pSoldier->inv[i].MoveThisObjectTo( WorldItem.object );
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//dnl ch75 271013
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pWorldItem.push_back( WorldItem );
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pWorldItem[0] = WorldItem;
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AddWorldItemsToUnLoadedSector( gModSettings.ubInitialPOWSectorX, gModSettings.ubInitialPOWSectorY, 0, gModSettings.iInitialPOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
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}
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}
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}
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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AddWorldItemsToUnLoadedSector( pSoldier->sSectorX, pSoldier->sSectorY, 0, itemdropoffgridno, pWorldItem.size(), pWorldItem, FALSE );
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pSoldier->usStrategicInsertionData = gModSettings.iInitialPOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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gStrategicStatus.ubNumCapturedForRescue++;
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}
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else if ( gubQuest[ QUEST_HELD_IN_ALMA ] == QUESTDONE )
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{
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//-teleport him to N7
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pSoldier->sSectorX = gModSettings.ubMeanwhileInterrogatePOWSectorX; //7
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pSoldier->sSectorY = gModSettings.ubMeanwhileInterrogatePOWSectorY; //14
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pSoldier->bSectorZ = 0;
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// put him on the floor!!
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// put him on the floor!!
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pSoldier->pathing.bLevel = 0;
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pSoldier->pathing.bLevel = 0;
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// OK, drop all items!
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UINT32 invsize = pSoldier->inv.size();
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for ( i = 0; i < invsize; ++i )
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{
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if( pSoldier->inv[ i ].exists() == true )
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{
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WorldItem.fExists = TRUE;
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WorldItem.sGridNo = gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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WorldItem.ubLevel = 0;
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WorldItem.usFlags = 0;
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WorldItem.bVisible = FALSE;
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WorldItem.bRenderZHeightAboveLevel = 0;
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pSoldier->inv[ i ].MoveThisObjectTo(WorldItem.object);
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//dnl ch75 271013
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pWorldItem[0] = WorldItem;
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AddWorldItemsToUnLoadedSector( gModSettings.ubMeanwhileInterrogatePOWSectorX, gModSettings.ubMeanwhileInterrogatePOWSectorY, 0, gModSettings.iMeanwhileInterrogatePOWItemGridNo[ gStrategicStatus.ubNumCapturedForRescue ], 1, pWorldItem, FALSE );
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}
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}
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = gModSettings.iMeanwhileInterrogatePOWGridNo[ gStrategicStatus.ubNumCapturedForRescue ];
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gStrategicStatus.ubNumCapturedForRescue++;
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gStrategicStatus.ubNumCapturedForRescue++;
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}
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}
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@@ -2792,12 +2770,9 @@ void EnemyCapturesPlayerSoldier( SOLDIERTYPE *pSoldier )
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//Set his life to 50% + or - 10 HP.
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//Set his life to 50% + or - 10 HP.
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INT8 oldlife = pSoldier->stats.bLife;
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INT8 oldlife = pSoldier->stats.bLife;
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pSoldier->stats.bLife = pSoldier->stats.bLifeMax / 2;
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pSoldier->stats.bLife = max(35, pSoldier->stats.bLifeMax / 2);
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if ( pSoldier->stats.bLife <= 35 )
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{
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if ( pSoldier->stats.bLife >= 45 )
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pSoldier->stats.bLife = 35;
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}
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else if ( pSoldier->stats.bLife >= 45 )
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{
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{
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pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
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pSoldier->stats.bLife += (INT8)(10 - Random( 21 ) );
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}
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}
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@@ -1116,7 +1116,6 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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// stealing should fail anyway 'cause there shouldn't be a temp file for unvisited sectors, but let's check anyway
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// stealing should fail anyway 'cause there shouldn't be a temp file for unvisited sectors, but let's check anyway
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Assert( GetSectorFlagStatus( sSectorX, sSectorY, ( UINT8 ) sSectorZ, SF_ALREADY_VISITED ) == TRUE );
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Assert( GetSectorFlagStatus( sSectorX, sSectorY, ( UINT8 ) sSectorZ, SF_ALREADY_VISITED ) == TRUE );
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// get sector name string
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// get sector name string
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GetSectorIDString( sSectorX, sSectorY, ( INT8 ) sSectorZ, wSectorName, TRUE );
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GetSectorIDString( sSectorX, sSectorY, ( INT8 ) sSectorZ, wSectorName, TRUE );
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@@ -1140,15 +1139,15 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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uiNewTotal = uiNumberOfItems;
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uiNewTotal = uiNumberOfItems;
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// set up item list ptrs
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// set up item list ptrs
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for( iCounter = 0; iCounter < uiNumberOfItems ; iCounter++ )
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for( iCounter = 0; iCounter < uiNumberOfItems ; ++iCounter )
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{
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{
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//if the item exists, and is visible and reachable, see if it should be stolen
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//if the item exists, and is visible and reachable, see if it should be stolen
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if ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
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if ( pItemList[ iCounter ].fExists && pItemList[ iCounter ].bVisible == TRUE && pItemList[ iCounter ].usFlags & WORLD_ITEM_REACHABLE )
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{
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{
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if( Random( 100 ) < ubChance )
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if ( Chance( ubChance ) )
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{
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{
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// remove
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// remove
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uiNewTotal--;
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--uiNewTotal;
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pItemList[ iCounter ].fExists = FALSE;
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pItemList[ iCounter ].fExists = FALSE;
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// debug message
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// debug message
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@@ -1165,12 +1164,12 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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}
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}
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else // handle a loaded sector
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else // handle a loaded sector
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{
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{
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for( iCounter = 0; iCounter < guiNumWorldItems; iCounter++ )
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for( iCounter = 0; iCounter < guiNumWorldItems; ++iCounter )
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{
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{
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// note, can't do reachable test here because we'd have to do a path call...
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// note, can't do reachable test here because we'd have to do a path call...
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if ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
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if ( gWorldItems[ iCounter ].fExists && gWorldItems[ iCounter ].bVisible == TRUE )
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{
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{
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if( Random( 100 ) < ubChance )
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if ( Chance( ubChance ) )
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{
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{
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RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
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RemoveItemFromPool( gWorldItems[ iCounter ].sGridNo , iCounter, gWorldItems[ iCounter ].ubLevel );
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// debug message
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// debug message
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@@ -1179,11 +1178,8 @@ void RemoveRandomItemsInSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ,
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}
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}
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}
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}
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}
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}
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return;
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}
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}
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/* ARM: Civilian theft of items was removed
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/* ARM: Civilian theft of items was removed
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void HandleTheftByCiviliansInSector( INT16 sX, INT16 sY, INT32 iLoyalty )
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void HandleTheftByCiviliansInSector( INT16 sX, INT16 sY, INT32 iLoyalty )
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{
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{
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@@ -1231,15 +1227,11 @@ void HandleTownTheft( void )
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HandleTheftByCiviliansInSector( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), gTownLoyalty[ ubTown ].ubRating );
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HandleTheftByCiviliansInSector( ( INT16 )( pTownLocationsList[ iCounter ] % MAP_WORLD_X ), ( INT16 )( pTownLocationsList[ iCounter ] / MAP_WORLD_X ), gTownLoyalty[ ubTown ].ubRating );
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}
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}
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iCounter++;
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++iCounter;
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}
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}
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return;
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}
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}
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*/
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*/
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void BuildListOfTownSectors( void )
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void BuildListOfTownSectors( void )
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{
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{
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INT32 iCounterX = 0, iCounterY = 0, iCounter = 0;
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INT32 iCounterX = 0, iCounterY = 0, iCounter = 0;
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