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Use SoldierID
This commit is contained in:
+15
-11
@@ -240,15 +240,16 @@ void DoneFadeInKilledQueen( void )
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void DoneFadeOutKilledQueen( void )
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{
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INT32 cnt;
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SoldierID cnt;
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SOLDIERTYPE *pSoldier, *pTeamSoldier;
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// For one, loop through our current squad and move them over
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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for (; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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// Are we in this sector, On the current squad?
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && pSoldier->bInSector && pSoldier->bAssignment == CurrentSquad( ) )
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{
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@@ -272,8 +273,9 @@ void DoneFadeOutKilledQueen( void )
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cnt = gTacticalStatus.Team[ ENEMY_TEAM ].bFirstID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; cnt++,pTeamSoldier++)
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for ( ; cnt <= gTacticalStatus.Team[ ENEMY_TEAM ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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// Are we active and in sector.....
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if ( pTeamSoldier->bActive )
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{
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@@ -350,7 +352,7 @@ void HandleDoneLastKilledQueenQuote( )
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void EndQueenDeathEndgameBeginEndCimenatic( )
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{
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INT32 cnt;
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SoldierID cnt;
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SOLDIERTYPE *pSoldier;
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// Start end cimimatic....
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@@ -360,8 +362,9 @@ void EndQueenDeathEndgameBeginEndCimenatic( )
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// look for all mercs on the same team,
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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pSoldier = cnt;
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// Are we in this sector, On the current squad?
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if ( pSoldier->bActive && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) )
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{
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@@ -633,7 +636,7 @@ void FadeOutToLaptopOnEndGame( void )
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void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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SoldierID cnt;
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gpKillerSoldier = pKillerSoldier;
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@@ -654,8 +657,9 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT
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cnt = gTacticalStatus.Team[ CREATURE_TEAM ].bFirstID;
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// look for all mercs on the same team,
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; cnt++,pTeamSoldier++)
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for ( ; cnt <= gTacticalStatus.Team[ CREATURE_TEAM ].bLastID; ++cnt )
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{
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pTeamSoldier = cnt;
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// Are we active and ALIVE and in sector.....
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if ( pTeamSoldier->bActive && pTeamSoldier->stats.bLife > 0 )
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{
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@@ -679,8 +683,7 @@ void BeginHandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT
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void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLevel )
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{
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt;
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UINT16 ubKillerSoldierID = NOBODY;
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SoldierID ubKillerSoldierID = NOBODY;
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// Start victory music here...
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SetMusicMode( MUSIC_TACTICAL_VICTORY );
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@@ -693,13 +696,14 @@ void HandleQueenBitchDeath( SOLDIERTYPE *pKillerSoldier, INT32 sGridNo, INT8 bLe
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// STEP 1 ) START ALL QUOTES GOING!
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// OK - loop through all witnesses and see if they want to say something abou this...
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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SoldierID cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pTeamSoldier++ )
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for ( ; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; ++cnt )
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{
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if ( cnt != ubKillerSoldierID )
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{
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pTeamSoldier = cnt;
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if ( OK_INSECTOR_MERC( pTeamSoldier ) && !( pTeamSoldier->flags.uiStatusFlags & SOLDIER_GASSED ) && !AM_AN_EPC( pTeamSoldier ) )
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{
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if ( QuoteExp[ pTeamSoldier->ubProfile ].QuoteExpWitnessQueenBugDeath )
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