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Little Alien
New feature: Rearrange sector inventory - Press Shift+S in tactical to rearrange sector inventory - Tactical militia command: "Find Items" menu disabled - Tactical militia command: orders to dying militia now not possible git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@69 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+142
-133
@@ -938,7 +938,7 @@ void HandleShadingOfLinesForMilitiaControlMenu( void )
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_COMETOME );
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_GETDOWN );
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_COVER );
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UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_ITEMS );
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//UnShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_ITEMS );
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}
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else
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{
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@@ -948,7 +948,7 @@ void HandleShadingOfLinesForMilitiaControlMenu( void )
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ShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_COMETOME );
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ShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_GETDOWN );
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ShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_COVER );
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ShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_ITEMS );
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//ShadeStringInBox( ghMilitiaControlBox, MILCON_MENU_ALL_TAKE_ITEMS );
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}
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return;
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@@ -1159,16 +1159,19 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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{
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case( MILCON_MENU_ATTACK ):
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{
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// Attack !!!
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pTMilitiaSoldier->bOrders = SEEKENEMY;
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pTMilitiaSoldier->bAttitude = AGGRESSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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//ubVolume = CalcScreamVolume( pSoldier, 10 );
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MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
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// Attack !!!
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pTMilitiaSoldier->bOrders = SEEKENEMY;
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pTMilitiaSoldier->bAttitude = AGGRESSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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//ubVolume = CalcScreamVolume( pSoldier, 10 );
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MakeNoise( pSoldier->ubID, pSoldier->sGridNo, pSoldier->bLevel, pSoldier->bOverTerrainType, ubVolume, NOISE_SCREAM);
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}
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}
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// stop showing menu
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@@ -1183,11 +1186,14 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_HOLD ):
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{
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//Hold Position !!!
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//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Hold Position" );
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pTMilitiaSoldier->bOrders = STATIONARY;
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//pTMilitiaSoldier->bAttitude = DEFENSIVE;
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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//Hold Position !!!
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//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Hold Position" );
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pTMilitiaSoldier->bOrders = STATIONARY;
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//pTMilitiaSoldier->bAttitude = DEFENSIVE;
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}
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// stop showing menu
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fShowMilitiaControlMenu = FALSE;
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giAssignHighLine = -1;
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@@ -1200,32 +1206,34 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_RETREAT ):
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{
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INT16 sActionGridNo;
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pTMilitiaSoldier->bOrders = FARPATROL;
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pTMilitiaSoldier->bAttitude = DEFENSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// set up next action to run away
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sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
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pTMilitiaSoldier->usNextActionData = sActionGridNo;
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if ( pTMilitiaSoldier->usNextActionData != NOWHERE )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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pTMilitiaSoldier->usActionData = ANIM_STAND;
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INT16 sActionGridNo;
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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}
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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{
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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}
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pTMilitiaSoldier->bOrders = FARPATROL;
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pTMilitiaSoldier->bAttitude = DEFENSIVE;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// set up next action to run away
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sActionGridNo = FindSpotMaxDistFromOpponents( pTMilitiaSoldier );
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pTMilitiaSoldier->usNextActionData = sActionGridNo;
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if ( pTMilitiaSoldier->usNextActionData != NOWHERE )
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{
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pTMilitiaSoldier->bNextAction = AI_ACTION_RUN_AWAY;
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pTMilitiaSoldier->usActionData = ANIM_STAND;
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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}
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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{
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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}
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}
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// stop showing menu
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fShowMilitiaControlMenu = FALSE;
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giAssignHighLine = -1;
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@@ -1237,35 +1245,37 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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break;
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case( MILCON_MENU_COMETOME ):
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{
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INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
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UINT8 ubDirection;
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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// OK, find an adjacent gridno....
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sGridNo = pSoldier->sGridNo;
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INT16 sActionGridNo, sGridNo, sAdjustedGridNo;
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UINT8 ubDirection;
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// See if we can get there
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sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo != -1 )
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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// SEND PENDING ACTION
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//pTMilitiaSoldier->ubPendingAction = MERC_STEAL;
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pTMilitiaSoldier->sPendingActionData2 = pSoldier->sGridNo;
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//pTMilitiaSoldier->bPendingActionData3 = ubDirection;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// OK, find an adjacent gridno....
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sGridNo = pSoldier->sGridNo;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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// See if we can get there
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sActionGridNo = FindAdjacentGridEx( pSoldier, sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
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if ( sActionGridNo != -1 )
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{
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// WALK UP TO DEST FIRST
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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// SEND PENDING ACTION
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//pTMilitiaSoldier->ubPendingAction = MERC_STEAL;
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pTMilitiaSoldier->sPendingActionData2 = pSoldier->sGridNo;
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//pTMilitiaSoldier->bPendingActionData3 = ubDirection;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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{
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// WALK UP TO DEST FIRST
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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}
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}
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}
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}
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// stop showing menu
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fShowMilitiaControlMenu = FALSE;
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giAssignHighLine = -1;
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@@ -1278,10 +1288,13 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_GETDOWN ):
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{
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//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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SendChangeSoldierStanceEvent( pTMilitiaSoldier, ANIM_PRONE );
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//SendChangeSoldierStanceEvent( pTMilitiaSoldier, ANIM_CROUCH );
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//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
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{
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SendChangeSoldierStanceEvent( pTMilitiaSoldier, ANIM_PRONE );
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//SendChangeSoldierStanceEvent( pTMilitiaSoldier, ANIM_CROUCH );
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}
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}
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// stop showing menu
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@@ -1296,26 +1309,28 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_TAKE_COVER ):
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{
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INT16 sActionGridNo;
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INT32 iDummy;
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sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->bAIMorale,&iDummy);
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if ( sActionGridNo != NOWHERE )
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{
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if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->bLife >= OKLIFE) )
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{
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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INT16 sActionGridNo;
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INT32 iDummy;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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sActionGridNo = FindBestNearbyCover(pTMilitiaSoldier,pTMilitiaSoldier->bAIMorale,&iDummy);
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if ( sActionGridNo != NOWHERE )
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{
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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// SEND PENDING ACTION
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pTMilitiaSoldier->sPendingActionData2 = sActionGridNo;
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pTMilitiaSoldier->ubPendingActionAnimCount = 0;
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pTMilitiaSoldier->usUIMovementMode = RUNNING;
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// CHECK IF WE ARE AT THIS GRIDNO NOW
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if ( pTMilitiaSoldier->sGridNo != sActionGridNo )
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{
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SendGetNewSoldierPathEvent( pTMilitiaSoldier, sActionGridNo, pTMilitiaSoldier->usUIMovementMode );
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}
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}
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}
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// stop showing menu
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fShowMilitiaControlMenu = FALSE;
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giAssignHighLine = -1;
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@@ -1336,7 +1351,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = SEEKENEMY;
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pTeamSoldier->bAttitude = AGGRESSIVE;
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@@ -1363,7 +1378,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = STATIONARY;
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pTeamSoldier->bAttitude = DEFENSIVE;
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@@ -1390,7 +1405,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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pTeamSoldier->bOrders = FARPATROL;
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pTeamSoldier->bAttitude = DEFENSIVE;
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@@ -1447,7 +1462,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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if ( GetSoldier( &pSoldier, gusSelectedSoldier ) )
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{
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@@ -1494,7 +1509,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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//if ( SoldierCanAffordNewStance( pTeamSoldier, ANIM_PRONE ) )
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{
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@@ -1550,7 +1565,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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if ( (pTeamSoldier->bActive) && (pTeamSoldier->bInSector) && (pTeamSoldier->bLife >= OKLIFE) )
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{
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// See if we can get there
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sActionGridNo = FindBestNearbyCover(pTeamSoldier,pTeamSoldier->bAIMorale,&iDummy);
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@@ -1585,64 +1600,58 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
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case( MILCON_MENU_ALL_TAKE_ITEMS ):
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{
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UINT8 cnt;
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SOLDIERTYPE *pTeamSoldier;
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cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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//case( MILCON_MENU_ALL_TAKE_ITEMS ):
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//{
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// UINT8 cnt;
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// SOLDIERTYPE *pTeamSoldier;
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//
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// cnt = gTacticalStatus.Team[ MILITIA_TEAM ].bFirstID;
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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{
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if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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{
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// for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ MILITIA_TEAM ].bLastID; cnt++, pTeamSoldier++)
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// {
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// if ( pTeamSoldier->bActive && pTeamSoldier->bInSector && pTeamSoldier->bLife > 0 )
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// {
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//CREATURE_IMMOBILE = 2
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if ( (pTeamSoldier->bMobility != 2) && (pTeamSoldier->bActionPoints >= MinPtsToMove(pTeamSoldier)) )
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{
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//SEARCH_GENERAL_ITEMS=0
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pTeamSoldier->bAction = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem );
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// //CREATURE_IMMOBILE = 2
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// if ( (pTeamSoldier->bMobility != 2) && (pTeamSoldier->bActionPoints >= MinPtsToMove(pTeamSoldier)) )
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// {
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// //SEARCH_GENERAL_ITEMS=0
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// pTeamSoldier->bAction = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem );
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pTeamSoldier->usNextActionData = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem );
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// pTeamSoldier->usNextActionData = SearchForItems( pTeamSoldier, 0, pTeamSoldier->inv[HANDPOS].usItem );
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//if ( pTeamSoldier->usNextActionData != NOWHERE )
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{
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pTeamSoldier->bNextAction = AI_ACTION_PICKUP_ITEM;
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//pTeamSoldier->usActionData = ANIM_STAND;
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}
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// //if ( pTeamSoldier->usNextActionData != NOWHERE )
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// {
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// pTeamSoldier->bNextAction = AI_ACTION_PICKUP_ITEM;
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// //pTeamSoldier->usActionData = ANIM_STAND;
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// }
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|
||||
if (pTeamSoldier->bAction == AI_ACTION_PICKUP_ITEM)
|
||||
{
|
||||
// the item pool index was stored in the special data field
|
||||
pTeamSoldier->uiPendingActionData1 = pTeamSoldier->iNextActionSpecialData;
|
||||
}
|
||||
|
||||
|
||||
// if (pTeamSoldier->bAction == AI_ACTION_PICKUP_ITEM)
|
||||
// {
|
||||
// // the item pool index was stored in the special data field
|
||||
// pTeamSoldier->uiPendingActionData1 = pTeamSoldier->iNextActionSpecialData;
|
||||
// }
|
||||
|
||||
// //if (pTeamSoldier->bAction != AI_ACTION_NONE)
|
||||
// //{
|
||||
// // return( pTeamSoldier->bAction );
|
||||
// //}
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// // stop showing menu
|
||||
// fShowMilitiaControlMenu = FALSE;
|
||||
// giAssignHighLine = -1;
|
||||
|
||||
//if (pTeamSoldier->bAction != AI_ACTION_NONE)
|
||||
//{
|
||||
// return( pTeamSoldier->bAction );
|
||||
//}
|
||||
}
|
||||
// // set dirty flag
|
||||
// fTeamPanelDirty = TRUE;
|
||||
// fMapScreenBottomDirty = TRUE;
|
||||
//}
|
||||
//break;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// stop showing menu
|
||||
fShowMilitiaControlMenu = FALSE;
|
||||
giAssignHighLine = -1;
|
||||
|
||||
// set dirty flag
|
||||
fTeamPanelDirty = TRUE;
|
||||
fMapScreenBottomDirty = TRUE;
|
||||
}
|
||||
break;
|
||||
|
||||
case( MILCON_MENU_CANCEL ):
|
||||
case( MILCON_MENU_CANCEL ):
|
||||
{
|
||||
//Cancel
|
||||
//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Cancel" );
|
||||
@@ -1658,7 +1667,7 @@ void MilitiaControlMenuBtnCallBack( MOUSE_REGION * pRegion, INT32 iReason )
|
||||
// reset list of characters
|
||||
ResetSelectedListForMapScreen( );
|
||||
}
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user