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- Added menu option to show weapon ranges in tiles/meters
- Allowed to enter tactical view for any visited sector git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@234 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -3815,8 +3815,8 @@ INT8 GetSAMIdFromSector( INT16 sSectorX, INT16 sSectorY, INT8 bSectorZ )
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BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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{
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INT32 cnt;
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SOLDIERTYPE *pSoldier;
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//INT32 cnt;
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//SOLDIERTYPE *pSoldier;
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// if not a valid sector
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if( ( sX < 1 ) || ( sX > 16 ) || ( sY < 1 ) || ( sY > 16 ) || ( ubZ > 3 ) )
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@@ -3825,17 +3825,21 @@ BOOLEAN CanGoToTacticalInSector( INT16 sX, INT16 sY, UINT8 ubZ )
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}
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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//cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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// look for all living, fighting mercs on player's team. Robot and EPCs qualify!
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//for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++, pSoldier++)
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{
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// ARM: now allows loading of sector with all mercs below OKLIFE as long as they're alive
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if ( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
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( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier ) )
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//if( ( pSoldier->bActive && pSoldier->bLife ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) &&
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// ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) &&
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// ( pSoldier->bAssignment != ASSIGNMENT_DEAD ) && !SoldierAboardAirborneHeli( pSoldier )
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// )
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//if( (SectorInfo[ SECTOR( gWorldSectorX,gWorldSectorY) ].uiFlags & SF_ALREADY_VISITED) )
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if( GetSectorFlagStatus( sSelMapX, sSelMapY, ( UINT8 )iCurrentMapSectorZ, SF_ALREADY_VISITED ) == TRUE )
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{
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if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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//if ( !pSoldier->fBetweenSectors && pSoldier->sSectorX == sX && pSoldier->sSectorY == sY && pSoldier->bSectorZ == ubZ )
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{
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return( TRUE );
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}
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