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MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -3363,11 +3363,11 @@ BOOLEAN UIHandleItemPlacement( UINT8 ubHandPos, UINT16 usOldItemIndex, UINT16 us
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// Deduct points
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if ( gpItemPointerSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpItemPointerSoldier, 2, 0 );
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DeductPoints( gpItemPointerSoldier, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpSMCurrentMerc, 2, 0 );
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DeductPoints( gpSMCurrentMerc, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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}
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@@ -4725,11 +4725,11 @@ BOOLEAN InitializeTEAMPanelCoords( )
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TM_APPANEL_HEIGHT = 56;
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TM_APPANEL_WIDTH = 16;
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TM_ENDTURN_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_ENDTURN_X = (SCREEN_WIDTH - 131); //( 507 + INTERFACE_START_X );
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TM_ENDTURN_Y = ( 9 + INTERFACE_START_Y );
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TM_ROSTERMODE_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_ROSTERMODE_X = (SCREEN_WIDTH - 131); //( 507 + INTERFACE_START_X );
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TM_ROSTERMODE_Y = ( 45 + INTERFACE_START_Y );
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TM_DISK_X = (SCREEN_WIDTH - 133); //( 507 + INTERFACE_START_X );
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TM_DISK_X = (SCREEN_WIDTH - 131); //( 507 + INTERFACE_START_X );
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TM_DISK_Y = ( 81 + INTERFACE_START_Y );
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TM_NAME_WIDTH = 60;
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@@ -4882,17 +4882,38 @@ BOOLEAN InitializeTEAMPanel( )
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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if (iResolution == 0)
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//SQUAD10 FIX: Use panels with more slots if SquadSize at current resolution is > 6
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switch (iResolution)
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{
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FilenameForBPP("INTERFACE\\bottom_bar.sti", VObjectDesc.ImageFile);
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}
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else if (iResolution == 1)
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{
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FilenameForBPP("INTERFACE\\bottom_bar_800x600.sti", VObjectDesc.ImageFile);
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}
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else if (iResolution == 2)
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{
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FilenameForBPP("INTERFACE\\bottom_bar_1024x768.sti", VObjectDesc.ImageFile);
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case 0:
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FilenameForBPP("INTERFACE\\bottom_bar.sti", VObjectDesc.ImageFile);
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break;
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case 1:
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if (gGameOptions.ubSquadSize > 6)
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{
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FilenameForBPP("INTERFACE\\bottom_bar_8_800x600.sti", VObjectDesc.ImageFile);
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}
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else
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{
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FilenameForBPP("INTERFACE\\bottom_bar_800x600.sti", VObjectDesc.ImageFile);
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}
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break;
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case 2:
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if (gGameOptions.ubSquadSize > 8)
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{
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FilenameForBPP("INTERFACE\\bottom_bar_10_1024x768.sti", VObjectDesc.ImageFile);
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}
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else if (gGameOptions.ubSquadSize > 6)
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{
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FilenameForBPP("INTERFACE\\bottom_bar_8_1024x768.sti", VObjectDesc.ImageFile);
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}
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else
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{
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FilenameForBPP("INTERFACE\\bottom_bar_1024x768.sti", VObjectDesc.ImageFile);
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}
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break;
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default:
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FilenameForBPP("INTERFACE\\bottom_bar.sti", VObjectDesc.ImageFile);
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}
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CHECKF( AddVideoObject( &VObjectDesc, &guiTEAMPanel ) );
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@@ -4919,7 +4940,7 @@ BOOLEAN InitializeTEAMPanel( )
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// Add region
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MSYS_AddRegion( &gTEAM_PanelRegion);
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for ( posIndex = 0, cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++, posIndex +=2 )
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for ( posIndex = 0, cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++, posIndex +=2 )
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{
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MSYS_DefineRegion( &gTEAM_FaceRegions[ cnt ], sTEAMFacesXY[ posIndex ], sTEAMFacesXY[ posIndex + 1 ] ,(INT16)(sTEAMFacesXY[ posIndex ] + TM_FACE_WIDTH ), (INT16)(sTEAMFacesXY[ posIndex + 1 ] + TM_FACE_HEIGHT), MSYS_PRIORITY_NORMAL,
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MSYS_NO_CURSOR, MercFacePanelMoveCallback, MercFacePanelCallback );
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@@ -5056,7 +5077,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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RestoreExternBackgroundRect( INTERFACE_START_X, INTERFACE_START_Y, SCREEN_WIDTH - INTERFACE_START_X , INTERFACE_HEIGHT );
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// LOOP THROUGH ALL MERCS ON TEAM PANEL
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for ( cnt = 0, posIndex = 0; cnt < NUM_TEAM_SLOTS; cnt++, posIndex+= 2 )
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for ( cnt = 0, posIndex = 0; cnt < gGameOptions.ubSquadSize; cnt++, posIndex+= 2 )
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{
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// GET SOLDIER
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if ( !gTeamPanel[ cnt ].fOccupied )
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@@ -5180,7 +5201,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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}
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// Loop through all mercs and make go
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for ( cnt = 0, posIndex = 0; cnt < NUM_TEAM_SLOTS; cnt++, posIndex+= 2 )
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for ( cnt = 0, posIndex = 0; cnt < gGameOptions.ubSquadSize; cnt++, posIndex+= 2 )
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{
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// GET SOLDIER
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if ( gTeamPanel[ cnt ].fOccupied )
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@@ -6345,7 +6366,7 @@ BOOLEAN PlayerExistsInSlot( UINT8 ubID )
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{
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INT32 cnt;
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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@@ -6364,7 +6385,7 @@ INT8 GetTeamSlotFromPlayerID( UINT8 ubID )
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{
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INT8 cnt;
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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@@ -6383,7 +6404,7 @@ BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT8 ubMercID )
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{
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INT32 cnt;
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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@@ -6412,7 +6433,7 @@ void AddPlayerToInterfaceTeamSlot( UINT8 ubID )
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if ( !PlayerExistsInSlot( ubID ) )
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{
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// Find a free slot
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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if ( !gTeamPanel[ cnt ].fOccupied )
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{
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@@ -6438,7 +6459,7 @@ BOOLEAN InitTEAMSlots( )
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{
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INT32 cnt;
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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gTeamPanel[ cnt ].fOccupied = FALSE;
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gTeamPanel[ cnt ].ubID = NOBODY;
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@@ -6451,7 +6472,7 @@ BOOLEAN InitTEAMSlots( )
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BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT8 *pubID )
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{
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if ( ubPanelSlot >= NUM_TEAM_SLOTS )
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if ( ubPanelSlot >= gGameOptions.ubSquadSize )
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{
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return( FALSE );
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}
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@@ -6471,7 +6492,7 @@ void RemoveAllPlayersFromSlot( )
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{
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int cnt;
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for ( cnt = 0; cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = 0; cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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RemovePlayerFromInterfaceTeamSlot( (UINT8)cnt );
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}
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@@ -6480,7 +6501,7 @@ void RemoveAllPlayersFromSlot( )
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BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubPanelSlot )
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{
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if ( ubPanelSlot >= NUM_TEAM_SLOTS )
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if ( ubPanelSlot >= gGameOptions.ubSquadSize )
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{
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return( FALSE );
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}
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@@ -6623,7 +6644,7 @@ UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife
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return( pSoldier->ubID );
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}
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for ( cnt = ( bFirstID + 1 ); cnt < NUM_TEAM_SLOTS; cnt++ )
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for ( cnt = ( bFirstID + 1 ); cnt < gGameOptions.ubSquadSize; cnt++ )
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{
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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@@ -7004,11 +7025,11 @@ void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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// Deduct points
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if ( gpItemPointerSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpItemPointerSoldier, 2, 0 );
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DeductPoints( gpItemPointerSoldier, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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if ( gpItemPopupSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpItemPopupSoldier, 2, 0 );
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DeductPoints( gpItemPopupSoldier, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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}
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@@ -7047,11 +7068,11 @@ void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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// Deduct points
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if ( gpItemPointerSoldier && gpItemPointerSoldier->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpItemPointerSoldier, 2, 0 );
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DeductPoints( gpItemPointerSoldier, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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if ( gpSMCurrentMerc->stats.bLife >= CONSCIOUSNESS )
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{
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DeductPoints( gpSMCurrentMerc, 2, 0 );
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DeductPoints( gpSMCurrentMerc, 2, 0, UNTRIGGERED_INTERRUPT );
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}
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}
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