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Render debug info in tactical
Functionality for rendering pathfinding and cover values in tactical was behind defunct #ifdefs. It's now compiled always, but only enabled if cheat level is BEDUG_CHEAT_LEVEL. Unified rendering the debug info into one function, instead of several nearly identical ones. Ctrl + Shift + Z cycles through the different debug modes. Now it should be fairly easy to add more info modes like these two in the future.
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@@ -296,6 +296,8 @@ extern BOOLEAN gfUIForceReExamineCursorData;
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extern INT16 guiCreateGuyIndex;
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extern INT16 guiCreateBadGuyIndex;
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extern UINT8 gRenderDebugInfoMode;
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// WANNE: Calculate the APs to turn around
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INT16 APsToTurnAround(SOLDIERTYPE *pSoldier, INT32 sAdjustedGridNo);
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@@ -382,4 +384,4 @@ void GetGridNoScreenXY( INT32 sGridNo, INT16 *pScreenX, INT16 *pScreenY );
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//Legion by Jazz
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void GetMercOknoDirection( UINT8 ubSoldierID, BOOLEAN *pfGoDown, BOOLEAN *pfGoUp );
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#endif
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#endif
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