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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- removed variables that are not used
- some fixes on soldier direction calculations git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1403 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1452,7 +1452,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
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fMapInventoryItem = FALSE;
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if ( _KeyDown ( 89 )) //Lalien: sell all items of this type on Alt+Y
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{
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for( UINT32 iNumber = 0; iNumber < iTotalNumberOfSlots ; ++iNumber)
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for( INT32 iNumber = 0; iNumber < iTotalNumberOfSlots ; ++iNumber)
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{
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if ( pInventoryPoolList[ iNumber ].o.usItem == gItemPointer.usItem )
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{
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@@ -247,7 +247,7 @@ UINT8 DoReinforcementAsPendingEnemy( INT16 sMapX, INT16 sMapY )
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UINT16 pusMoveDir[4][3];
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UINT8 ubDirNumber = 0, ubIndex;
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GROUP *pGroup;
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ENEMYGROUP *pEnemyGroup;
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//ENEMYGROUP *pEnemyGroup;
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SECTORINFO *pThisSector, *pSector;
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if( !gGameExternalOptions.gfAllowReinforcements )
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@@ -623,7 +623,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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//TRY PUNCHING
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if ( Item[ usHandItem ].usItemClass == IC_PUNCH )
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{
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INT16 sCnt;
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//INT16 sCnt;
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INT16 sSpot;
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UINT8 ubGuyThere;
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INT16 sGotLocation = NOWHERE;
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@@ -631,7 +631,7 @@ INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHa
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sAdjustedGridNo = NOWHERE;
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ubDirection = 0xff;
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for ( sCnt = 0; sCnt < NUM_WORLD_DIRECTIONS; sCnt++ )
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for ( INT8 sCnt = 0; sCnt < NUM_WORLD_DIRECTIONS; sCnt++ )
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{
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sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( sCnt ) );
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@@ -6319,8 +6319,8 @@ BOOLEAN ValidQuickExchangePosition( )
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BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fCheckForPath )
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{
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INT16 sFourGrids[4], sDistance=0, sSpot, sIntSpot;
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INT16 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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INT32 cnt;
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INT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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UINT8 ubGuyThere;
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UINT8 ubMovementCost;
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INT32 iDoorGridNo;
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@@ -6333,7 +6333,7 @@ BOOLEAN IsValidJumpLocation( SOLDIERTYPE *pSoldier, INT16 sGridNo, BOOLEAN fChec
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}
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// Loop through positions...
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for (cnt = 0; cnt < 4; cnt++)
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for (INT8 cnt = 0; cnt < 4; cnt++)
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{
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// MOVE OUT TWO DIRECTIONS
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sIntSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
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+11
-11
@@ -4586,8 +4586,8 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect
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// fDoor determines whether special door-handling code should be used (for interacting with doors)
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INT16 sFourGrids[4], sDistance=0;
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INT16 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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INT32 cnt;
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INT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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INT16 sClosest=NOWHERE, sSpot, sOkTest;
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INT16 sCloseGridNo=NOWHERE;
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UINT32 uiMercFlags;
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@@ -4717,15 +4717,15 @@ INT16 FindAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pubDirect
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if ( sDistance < sClosest )
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{
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sClosest = sDistance;
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sCloseGridNo = (INT16)sGridNo;
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sClosest = sDistance;
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sCloseGridNo = sGridNo;
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}
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}
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}
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}
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for (cnt = 0; cnt < 4; cnt++)
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for (INT8 cnt = 0; cnt < 4; cnt++)
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{
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// MOVE OUT TWO DIRECTIONS
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sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
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@@ -4874,8 +4874,8 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
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// fDoor determines whether special door-handling code should be used (for interacting with doors)
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INT16 sFourGrids[4], sDistance=0;
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INT16 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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INT32 cnt;
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INT8 sDirs[4] = { NORTH, EAST, SOUTH, WEST };
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//INT32 cnt;
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INT16 sClosest=WORLD_MAX, sSpot, sSpot2, sOkTest;
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INT16 sCloseGridNo=NOWHERE;
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UINT32 uiMercFlags;
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@@ -4952,7 +4952,7 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
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}
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for (cnt = 0; cnt < 4; cnt++)
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for (INT8 cnt = 0; cnt < 4; cnt++)
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{
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// MOVE OUT TWO DIRECTIONS
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sFourGrids[cnt] = sSpot = NewGridNo( sGridNo, DirectionInc( sDirs[ cnt ] ) );
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@@ -5131,13 +5131,13 @@ INT16 FindNextToAdjacentGridEx( SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 *pub
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INT16 FindAdjacentPunchTarget( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier, INT16 * psAdjustedTargetGridNo, UINT8 * pubDirection )
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{
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INT16 cnt;
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//INT16 cnt;
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INT16 sSpot;
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UINT8 ubGuyThere;
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for ( cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
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for ( INT8 cnt = 0; cnt < NUM_WORLD_DIRECTIONS; cnt++ )
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{
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sSpot = (INT16)NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
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sSpot = NewGridNo( pSoldier->sGridNo, DirectionInc( cnt ) );
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if ( DoorTravelCost( pSoldier, sSpot, gubWorldMovementCosts[ sSpot ][ cnt ][ pSoldier->bLevel ], FALSE, NULL ) >= TRAVELCOST_BLOCKED )
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{
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+2
-2
@@ -2300,7 +2300,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
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// We should reduce points for starting to run if first tile is a fence...
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sTestGridno = NewGridNo(pSold->sGridNo,(INT16) DirectionInc( (UINT16)guiPathingData[0]));
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sTestGridno = NewGridNo(pSold->sGridNo, DirectionInc( guiPathingData[0]));
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if ( gubWorldMovementCosts[ sTestGridno ][ (INT8)guiPathingData[0] ][ pSold->bLevel] == TRAVELCOST_FENCE )
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{
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if ( usMovementMode == RUNNING && pSold->usAnimState != RUNNING )
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@@ -2354,7 +2354,7 @@ INT16 PlotPath( SOLDIERTYPE *pSold, INT16 sDestGridno, INT8 bCopyRoute, INT8 bPl
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// what is the next gridno in the path?
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sOldGrid = sTempGrid;
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sTempGrid = NewGridNo(sTempGrid,(INT16) DirectionInc( (UINT16)guiPathingData[iCnt]));
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sTempGrid = NewGridNo(sTempGrid, DirectionInc( guiPathingData[iCnt]));
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// Get switch value...
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sSwitchValue = gubWorldMovementCosts[ sTempGrid ][ (INT8)guiPathingData[iCnt] ][ pSold->bLevel];
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+4
-4
@@ -1484,7 +1484,7 @@ UINT8 MinAPsToPunch(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAddTurningCost
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INT8 MinPtsToMove(SOLDIERTYPE *pSoldier)
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{
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// look around all 8 directions and return lowest terrain cost
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INT32 cnt;
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INT8 cnt;
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INT16 sLowest=127;
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INT16 sGridno,sCost;
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@@ -1495,10 +1495,10 @@ INT8 MinPtsToMove(SOLDIERTYPE *pSoldier)
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for (cnt=0; cnt <= 7; cnt++)
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{
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sGridno = NewGridNo(pSoldier->sGridNo,DirectionInc((INT16) cnt));
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sGridno = NewGridNo(pSoldier->sGridNo, DirectionInc( cnt ));
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if (sGridno != pSoldier->sGridNo)
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{
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if ( (sCost=ActionPointCost( pSoldier, sGridno, (UINT8)cnt , pSoldier->usUIMovementMode ) ) < sLowest )
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if ( (sCost=ActionPointCost( pSoldier, sGridno, cnt , pSoldier->usUIMovementMode ) ) < sLowest )
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{
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sLowest = sCost;
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}
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@@ -1513,7 +1513,7 @@ INT8 PtsToMoveDirection(SOLDIERTYPE *pSoldier, INT8 bDirection )
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INT8 bOverTerrainType;
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UINT16 usMoveModeToUse;
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sGridno = NewGridNo( pSoldier->sGridNo, DirectionInc((INT16) bDirection ) );
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sGridno = NewGridNo( pSoldier->sGridNo, DirectionInc( bDirection ) );
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usMoveModeToUse = pSoldier->usUIMovementMode;
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@@ -2367,7 +2367,7 @@ BOOLEAN EVENT_InitNewSoldierAnim( SOLDIERTYPE *pSoldier, UINT16 usNewState, UINT
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uiOldAnimFlags = gAnimControl[ pSoldier->usAnimState ].uiFlags;
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uiNewAnimFlags = gAnimControl[ usNewState ].uiFlags;
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usNewGridNo = NewGridNo( (UINT16)pSoldier->sGridNo, (UINT16)DirectionInc( pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );
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usNewGridNo = NewGridNo( pSoldier->sGridNo, DirectionInc( pSoldier->usPathingData[ pSoldier->usPathIndex ] ) );
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// CHECKING IF WE HAVE A HIT FINISH BUT NO DEATH IS DONE WITH A SPECIAL ANI CODE
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+4
-1
@@ -369,8 +369,11 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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BuildSightDir(dir,(UINT32 *)&Dir[0],(UINT32 *)&Dir[1],(UINT32 *)&Dir[2],(UINT32 *)&Dir[3],(UINT32 *)&Dir[4]);
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for (cnt = 0; cnt < 5; cnt++)
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Inc[cnt] = DirectionInc( (INT16)Dir[cnt]);
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{
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Inc[cnt] = DirectionInc( Dir[cnt] );
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}
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// create gridno increment for NOVIEW - in other words, no increment!
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Inc[5] = 0;
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@@ -194,9 +194,9 @@ INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8
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// using only ints for maximum execution speed here
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// CJC: Well, so much for THAT idea!
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INT16 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sDir, sCheckSpot, sOKTest;
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INT16 sCentralGridNo, sAdjSpot, sNorthGridNo, sSouthGridNo, sCheckSpot, sOKTest;
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INT8 bThisCTGT, bBestCTGT = 0;
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UINT8 sDir = 0;
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sCheckSpot = -1;
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@@ -209,7 +209,8 @@ INT8 CalcBestCTGT( SOLDIERTYPE *pSoldier, UINT8 ubOppID, INT16 sOppGridNo, INT8
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sSouthGridNo = NewGridNo( sCentralGridNo, DirectionInc(SOUTH) );
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// look into all 8 adjacent tiles & determine where the cover is the worst
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for (sDir = 1; sDir <= 8; sDir++)
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// Lalien: shouldn't this start at 0 than?
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for (sDir = 0; sDir < NUM_WORLD_DIRECTIONS; sDir++)
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{
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// get the gridno of the adjacent spot lying in that direction
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sAdjSpot = NewGridNo( sCentralGridNo, DirectionInc( sDir ) );
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@@ -574,7 +574,7 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
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ubDirChecked[ubDirection] = TRUE;
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// determine the gridno 1 tile away from current friend in this direction
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sTempDest = NewGridNo(sDesGrid,DirectionInc( (INT16)(ubDirection + 1) ));
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sTempDest = NewGridNo(sDesGrid, DirectionInc( ubDirection + 1 ) );
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// if that's out of bounds, ignore it & check next direction
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if (sTempDest == sDesGrid)
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@@ -625,8 +625,8 @@ INT16 InternalGoAsFarAsPossibleTowards(SOLDIERTYPE *pSoldier, INT16 sDesGrid, IN
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{
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// what is the next gridno in the path?
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//sTempDest = NewGridNo( sGoToGrid,DirectionInc( (INT16) (pSoldier->usPathingData[sLoop] + 1) ) );
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sTempDest = NewGridNo( sGoToGrid,DirectionInc( (INT16) (pSoldier->usPathingData[sLoop]) ) );
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//sTempDest = NewGridNo( sGoToGrid,DirectionInc( (pSoldier->usPathingData[sLoop] + 1) ) );
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sTempDest = NewGridNo( sGoToGrid, DirectionInc( pSoldier->usPathingData[sLoop] ) );
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//NumMessage("sTempDest = ",sTempDest);
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// this should NEVER be out of bounds
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