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Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#ifndef _SOLDIER_CREATE_H
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#define _SOLDIER_CREATE_H
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#include "Animation Cache.h"
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#include "Timer Control.h"
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#include "vobject.h"
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#include "Overhead Types.h"
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#include "Item Types.h"
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#include "soldier control.h"
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#define SOLDIER_CREATE_AUTO_TEAM -1
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//Kris:
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//This value is the total maximum number of slots in a map.
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//Players 20
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//Enemies 32
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//Creatures 32
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//Rebels 32
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//Civilians 32
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//Total 148
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#define MAX_INDIVIDUALS 148
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//Kris: SERIALIZING INFORMATION
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//All maps must have:
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// -MAPCREATE_STRUCT
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// MAPCREATE_STRUCT.ubNumIndividuals determines how many BASIC_SOLDIERCREATE_STRUCTs there are
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// -The BASIC_SOLDIERCREATE_STRUCTS are saved contiguously, but if any of them
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// fDetailedPlacement set, then there is a SOLDIERCREATE_STRUCT saved immediately after.
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//These are the placement slots used by the editor to define where characters are in a map, what
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//they are, what team they are on, personality traits, etc. The Merc section of the editor is
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//what is used to define these values.
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typedef struct
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{
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BOOLEAN fDetailedPlacement; //Specialized information. Has a counterpart containing all info.
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UINT16 usStartingGridNo; //Where the placement position is.
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INT8 bTeam; //The team this individual is part of.
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INT8 bRelativeAttributeLevel;
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INT8 bRelativeEquipmentLevel;
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INT8 bDirection; //1 of 8 values (always mandatory)
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INT8 bOrders;
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INT8 bAttitude;
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INT8 bBodyType; //up to 128 body types, -1 means random
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INT16 sPatrolGrid[ MAXPATROLGRIDS ]; //possible locations to visit, patrol, etc.
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INT8 bPatrolCnt;
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BOOLEAN fOnRoof;
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UINT8 ubSoldierClass; //army, administrator, elite
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UINT8 ubCivilianGroup;
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BOOLEAN fPriorityExistance; //These slots are used first
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BOOLEAN fHasKeys;
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INT8 PADDINGSLOTS[ 14 ];
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} BASIC_SOLDIERCREATE_STRUCT; //50 bytes
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typedef struct
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{
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//Bulletproofing so static detailed placements aren't used to tactically create soldiers.
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//Used by editor for validation purposes.
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BOOLEAN fStatic;
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//Profile information used for special NPCs and player mercs.
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UINT8 ubProfile;
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BOOLEAN fPlayerMerc;
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BOOLEAN fPlayerPlan;
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BOOLEAN fCopyProfileItemsOver;
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//Location information
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INT16 sSectorX;
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INT16 sSectorY;
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INT8 bDirection;
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INT16 sInsertionGridNo;
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// Can force a team, but needs flag set
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INT8 bTeam;
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INT8 bBodyType;
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//Orders and attitude settings
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INT8 bAttitude;
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INT8 bOrders;
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//Attributes
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INT8 bLifeMax;
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INT8 bLife;
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INT8 bAgility;
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INT8 bDexterity;
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INT8 bExpLevel;
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INT8 bMarksmanship;
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INT8 bMedical;
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INT8 bMechanical;
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INT8 bExplosive;
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INT8 bLeadership;
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INT8 bStrength;
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INT8 bWisdom;
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INT8 bMorale;
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INT8 bAIMorale;
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//Inventory
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OBJECTTYPE Inv[ NUM_INV_SLOTS ];
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//Palette information for soldiers.
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PaletteRepID HeadPal;
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PaletteRepID PantsPal;
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PaletteRepID VestPal;
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PaletteRepID SkinPal;
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PaletteRepID MiscPal;
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//Waypoint information for patrolling
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INT16 sPatrolGrid[ MAXPATROLGRIDS ];
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INT8 bPatrolCnt;
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//Kris: Additions November 16, 1997 (padding down to 129 from 150)
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BOOLEAN fVisible;
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UINT16 name[ 10 ];
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UINT8 ubSoldierClass; //army, administrator, elite
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BOOLEAN fOnRoof;
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INT8 bSectorZ;
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SOLDIERTYPE *pExistingSoldier;
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BOOLEAN fUseExistingSoldier;
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UINT8 ubCivilianGroup;
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BOOLEAN fKillSlotIfOwnerDies;
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UINT8 ubScheduleID;
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BOOLEAN fUseGivenVehicle;
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INT8 bUseGivenVehicleID;
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BOOLEAN fHasKeys;
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INT8 bPadding[115];
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} SOLDIERCREATE_STRUCT;
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//Original functions currently used throughout the game.
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BOOLEAN TacticalRemoveSoldier( UINT16 usSoldierIndex );
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BOOLEAN TacticalRemoveSoldierPointer( SOLDIERTYPE *pSoldier, BOOLEAN fRemoveVehicle );
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INT8 CalcDifficultyModifier( UINT8 ubSoldierClass );
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void RandomizeNewSoldierStats( SOLDIERCREATE_STRUCT *pCreateStruct );
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//Kris:
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//Modified return type from BOOLEAN to SOLDIERTYPE*
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SOLDIERTYPE* TacticalCreateSoldier( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
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//Randomly generated enemies used by strategic AI.
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SOLDIERTYPE* TacticalCreateAdministrator();
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SOLDIERTYPE* TacticalCreateEliteEnemy();
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SOLDIERTYPE* TacticalCreateArmyTroop();
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SOLDIERTYPE* TacticalCreateMilitia( UINT8 ubMilitiaClass );
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SOLDIERTYPE* TacticalCreateCreature( INT8 bCreatureBodyType );
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// randomly generates a relative level rating (attributes or equipment)
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void RandomizeRelativeLevel( INT8 *pbRelLevel, UINT8 ubSoldierClass );
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// get the pythag. distance from the passed sector to the palace..
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UINT8 GetPythDistanceFromPalace( INT16 sSectorX, INT16 sSectorY );
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//These following functions are currently used exclusively by the editor.
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//Now, this will be useful for the strategic AI.
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//Definitions:
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//Soldier (s): Currently in the game, but subject to modifications. The editor has the capability to
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// modify soldier attributes on the fly for testing purposes.
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//BasicPlacement (bp): A BASIC_SOLDIERCREATE_STRUCT that contains compact, very general, information about
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// a soldier. The BasicPlacement is then used to generate a DetailedPlacement before creating a soldier.
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// Most of the soldiers saved in the maps will be saved in this manner.
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//DetailedPlacement (pp): A SOLDIERCREATE_STRUCT ready to be passed to TacticalCreateSoldier to generate
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// and add a new soldier to the world. The DetailedPlacement contains all of the necessary information
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// to do this. This information won't be saved in maps. In most cases, only very few attributes are static,
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// and the rest are generated at runtime. Because of this situation, saved detailed placements must be in a
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// different format.
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//StaticDetailedPlacement (spp): A hybrid version of the DetailedPlacement. This is the information saved in
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// the map via the editor. When loaded, this information is converted to a normal detailed placement, but
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// must also use the BasicPlacement information to complete this properly. Once the conversion is complete,
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// the static information is lost. This gives us complete flexibility. The basic placements contain relative
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// values that work in conjunction with the strategic AI's relative values to generate soldiers. In no
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// circumstances will static detailed placements be used outside of the editor. Note, that this hybrid version
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// uses the identical structure as detailed placements. All non-static values are set to -1.
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//Used to generate a detailed placement from a basic placement. This assumes that the detailed placement
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//doesn't exist, meaning there are no static attributes. This is called when you wish to convert a basic
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//placement into a detailed placement just before creating a soldier.
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void CreateDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *pp, BASIC_SOLDIERCREATE_STRUCT *bp );
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//Used exclusively by the editor when the user wishes to change a basic placement into a detailed placement.
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//Because the intention is to make some of the attributes static, all of the information that can be generated
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//are defaulted to -1. When an attribute is made to be static, that value in replaced by the new static value.
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//This information is NOT compatible with TacticalCreateSoldier. Before doing so, you must first convert the
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//static detailed placement to a regular detailed placement.
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void CreateStaticDetailedPlacementGivenBasicPlacementInfo( SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp );
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//When you are ready to generate a soldier with a static detailed placement slot, this function will generate
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//the proper priority placement slot given the static detailed placement and it's accompanying basic placment.
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//For the purposes of merc editing, the static detailed placement is preserved.
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void CreateDetailedPlacementGivenStaticDetailedPlacementAndBasicPlacementInfo(
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SOLDIERCREATE_STRUCT *pp, SOLDIERCREATE_STRUCT *spp, BASIC_SOLDIERCREATE_STRUCT *bp );
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//Used to update a existing soldier's attributes with the new static detailed placement info. This is used
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//by the editor upon exiting the editor into the game, to update the existing soldiers with new information.
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//This gives flexibility of testing mercs. Upon entering the editor again, this call will reset all the
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//mercs to their original states.
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void UpdateSoldierWithStaticDetailedInformation( SOLDIERTYPE *s, SOLDIERCREATE_STRUCT *spp );
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//In the case of setting a profile ID in order to extract a soldier from the profile array, we
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//also want to copy that information to the static detailed placement, for editor viewing purposes.
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void UpdateStaticDetailedPlacementWithProfileInformation( SOLDIERCREATE_STRUCT *spp, UINT8 ubProfile );
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//When the editor modifies the soldier's relative attribute level,
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//this function is called to update that information.
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void ModifySoldierAttributesWithNewRelativeLevel( SOLDIERTYPE *s, INT8 bLevel );
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// Force the soldier to be a different ID
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void ForceSoldierProfileID( SOLDIERTYPE *pSoldier, UINT8 ubProfileID );
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void GeneratePaletteForSoldier( SOLDIERTYPE *pSoldier, UINT8 ubSoldierClass );
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void QuickCreateProfileMerc( INT8 bTeam, UINT8 ubProfileID );
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BOOLEAN InternalTacticalRemoveSoldier( UINT16 usSoldierIndex, BOOLEAN fRemoveVehicle );
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//SPECIAL! Certain events in the game can cause profiled NPCs to become enemies. The two cases are
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//adding Mike and Iggy. We will only add one NPC in any given combat and the conditions for setting
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//the associated facts are done elsewhere. The function will set the profile for the SOLDIERCREATE_STRUCT
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//and the rest will be handled automatically so long the ubProfile field doesn't get changed.
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//NOTE: We don't want to add Mike or Iggy if this is being called from autoresolve!
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void OkayToUpgradeEliteToSpecialProfiledEnemy( SOLDIERCREATE_STRUCT *pp );
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extern BOOLEAN gfProfiledEnemyAdded; //needs to be saved (used by the above function)
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#endif
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