mirror of
https://github.com/1dot13/source.git
synced 2026-09-16 14:47:17 +02:00
Convert to SoldierID
TacticalStatusType::ubEnemySightingOnTheirTurnEnemyID TacticalStatusType::ubEnemySightingOnTheirTurnPlayerID TacticalTeamType::ubLastMercToRadio
This commit is contained in:
+2
-2
@@ -580,9 +580,9 @@ UINT32 MainGameScreenHandle(void)
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{
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{
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if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
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if ( gTacticalStatus.ubCurrentTeam != gbPlayerNum )
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{
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{
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MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->AdjustNoAPToFinishMove( FALSE );
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gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->AdjustNoAPToFinishMove( FALSE );
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}
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}
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MercPtrs[ gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID ]->flags.fPauseAllAnimation = FALSE;
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gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
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gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
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gTacticalStatus.fEnemySightingOnTheirTurn = FALSE;
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}
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}
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+3
-3
@@ -28,7 +28,7 @@ typedef struct
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COLORVAL RadarColor;
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COLORVAL RadarColor;
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INT8 bSide;
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INT8 bSide;
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INT16 bMenInSector;
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INT16 bMenInSector;
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UINT16 ubLastMercToRadio;
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SoldierID ubLastMercToRadio;
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INT8 bTeamActive;
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INT8 bTeamActive;
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INT8 bAwareOfOpposition;
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INT8 bAwareOfOpposition;
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INT8 bHuman;
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INT8 bHuman;
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@@ -89,8 +89,8 @@ struct TacticalStatusType
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INT8 bRealtimeSpeed;
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INT8 bRealtimeSpeed;
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UINT8 ubEnemyIntention;
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UINT8 ubEnemyIntention;
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UINT8 ubEnemyIntendedRetreatDirection;
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UINT8 ubEnemyIntendedRetreatDirection;
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UINT16 ubEnemySightingOnTheirTurnEnemyID;
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SoldierID ubEnemySightingOnTheirTurnEnemyID;
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UINT16 ubEnemySightingOnTheirTurnPlayerID;
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SoldierID ubEnemySightingOnTheirTurnPlayerID;
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BOOLEAN fEnemySightingOnTheirTurn;
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BOOLEAN fEnemySightingOnTheirTurn;
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BOOLEAN fAutoBandageMode;
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BOOLEAN fAutoBandageMode;
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UINT8 ubAttackBusyCount;
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UINT8 ubAttackBusyCount;
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+9
-60
@@ -3043,21 +3043,17 @@ void RemoveOneOpponent(SOLDIERTYPE *pSoldier)
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void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
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void RemoveManAsTarget(SOLDIERTYPE *pSoldier)
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{
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{
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SOLDIERTYPE *pOpponent;
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SOLDIERTYPE *pOpponent;
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UINT16 ubTarget,ubLoop;
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UINT8 ubLoop;
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SoldierID ubTarget = pSoldier->ubID;
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ubTarget = pSoldier->ubID;
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// clean up the public opponent lists and locations
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// clean up the public opponent lists and locations
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for (ubLoop = 0; ubLoop < MAXTEAMS; ubLoop++)
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for (ubLoop = 0; ubLoop < MAXTEAMS; ubLoop++)
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{ // never causes any additional looks
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{ // never causes any additional looks
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UpdatePublic(ubLoop, ubTarget, NOT_HEARD_OR_SEEN, NOWHERE, 0);
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UpdatePublic(ubLoop, ubTarget, NOT_HEARD_OR_SEEN, NOWHERE, 0);
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}
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}
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/*
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/*
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IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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// make sure this guy is no longer a possible target for anyone
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// make sure this guy is no longer a possible target for anyone
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@@ -3066,7 +3062,6 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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if (pOpponent->bOppNum == ubTarget)
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if (pOpponent->bOppNum == ubTarget)
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pOpponent->bOppNum = NOBODY;
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pOpponent->bOppNum = NOBODY;
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}
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}
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*/
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*/
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@@ -3092,7 +3087,6 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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}
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}
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/*
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/*
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for (ubLoop = 0,pOpponent = Menptr; ubLoop < MAXMERCS; ubLoop++,pOpponent++)
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for (ubLoop = 0,pOpponent = Menptr; ubLoop < MAXMERCS; ubLoop++,pOpponent++)
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{
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{
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// if the target is a true opponent and currently seen by this merc
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// if the target is a true opponent and currently seen by this merc
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@@ -3116,24 +3110,16 @@ IAN COMMENTED THIS OUT MAY 1997 - DO WE NEED THIS?
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if (gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio == ubTarget)
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if (gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio == ubTarget)
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gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio = NOBODY;
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gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio = NOBODY;
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}
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}
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void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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{
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{
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INT32 cnt;
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INT32 cnt;
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INT8 *pbPublOL;
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UINT8 ubTeamMustLookAgain = FALSE, ubMadeDifference = FALSE;
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UINT8 ubTeamMustLookAgain = FALSE, ubMadeDifference = FALSE;
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SOLDIERTYPE *pSoldier;
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SOLDIERTYPE *pSoldier;
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INT8* pbPublOL = &(gbPublicOpplist[ubTeam][ubID]);
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pbPublOL = &(gbPublicOpplist[ubTeam][ubID]);
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// if new opplist is more up-to-date, or we are just wiping it for some reason
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// if new opplist is more up-to-date, or we are just wiping it for some reason
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if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][bNewOpplist - OLDEST_HEARD_VALUE] > 0) ||
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if ((gubKnowledgeValue[*pbPublOL - OLDEST_HEARD_VALUE][bNewOpplist - OLDEST_HEARD_VALUE] > 0) ||
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@@ -3185,8 +3171,7 @@ void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, IN
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void UpdatePersonal(SOLDIERTYPE *pSoldier, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel)
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{
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{
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/*
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/*
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#ifdef RECORDOPPLIST
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#ifdef RECORDOPPLIST
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@@ -3207,8 +3192,6 @@ void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32
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INT8 OurMaxPublicOpplist()
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INT8 OurMaxPublicOpplist()
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{
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{
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UINT32 uiLoop;
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UINT32 uiLoop;
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@@ -3225,7 +3208,7 @@ INT8 OurMaxPublicOpplist()
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continue; // next merc
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continue; // next merc
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// if this man is NEUTRAL / on our side, he's not an opponent
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// if this man is NEUTRAL / on our side, he's not an opponent
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if (pSoldier->aiData.bNeutral || (gTacticalStatus.Team[gbPlayerNum].bSide == Menptr[pSoldier->ubID].bSide))
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if (pSoldier->aiData.bNeutral || (gTacticalStatus.Team[gbPlayerNum].bSide == pSoldier->ubID->bSide))
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continue; // next merc
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continue; // next merc
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// opponent, check our public opplist value for him
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// opponent, check our public opplist value for him
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@@ -3243,7 +3226,6 @@ INT8 OurMaxPublicOpplist()
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/*
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/*
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BOOLEAN VisibleAnywhere(SOLDIERTYPE *pSoldier)
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BOOLEAN VisibleAnywhere(SOLDIERTYPE *pSoldier)
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{
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{
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@@ -3671,20 +3653,17 @@ void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo
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SOLDIERTYPE *pOpponent;
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SOLDIERTYPE *pOpponent;
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INT32 iLoop;
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INT32 iLoop;
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UINT16 start, end, revealedEnemies = 0, unknownEnemies = 0, stillUnseen = TRUE;
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UINT16 start, end, revealedEnemies = 0, unknownEnemies = 0, stillUnseen = TRUE;
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UINT16 scrollToGuynum = NOBODY,sightedHatedOpponent = FALSE;
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BOOLEAN sightedHatedOpponent = FALSE;
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//UINT8 oppIsCivilian;
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//UINT8 oppIsCivilian;
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INT8 *pPersOL,*pbPublOL; //,dayQuote;
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INT8 *pPersOL,*pbPublOL; //,dayQuote;
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BOOLEAN fContactSeen;
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BOOLEAN fContactSeen;
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BOOLEAN fSawCreatureForFirstTime = FALSE;
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BOOLEAN fSawCreatureForFirstTime = FALSE;
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#ifdef TESTOPPLIST
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#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RADIO SIGHTINGS: for %d about %d",pSoldier->ubID,ubAbout) );
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String("RADIO SIGHTINGS: for %d about %d",pSoldier->ubID,ubAbout) );
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#endif
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#endif
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#ifdef RECORDNET
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#ifdef RECORDNET
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if (!ptr->human)
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if (!ptr->human)
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fprintf(NetDebugFile,"\tNPC %d(%s) radios his sightings to his team\n",ptr->guynum,ExtMen[ptr->guynum].name);
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fprintf(NetDebugFile,"\tNPC %d(%s) radios his sightings to his team\n",ptr->guynum,ExtMen[ptr->guynum].name);
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@@ -3693,10 +3672,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio = pSoldier->ubID;
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gTacticalStatus.Team[pSoldier->bTeam].ubLastMercToRadio = pSoldier->ubID;
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// who are we radioing about?
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// who are we radioing about?
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if (ubAbout == EVERYBODY)
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if (ubAbout == EVERYBODY)
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{
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{
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@@ -3736,8 +3711,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RS: inactive/notInSector/life %d",pOpponent->ubID) );
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String("RS: inactive/notInSector/life %d",pOpponent->ubID) );
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#endif
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#endif
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continue; // skip to the next merc
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continue; // skip to the next merc
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}
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}
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@@ -3749,7 +3722,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RS: same side %d",pSoldier->bSide) );
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String("RS: same side %d",pSoldier->bSide) );
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#endif
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#endif
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continue; // skip to the next merc
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continue; // skip to the next merc
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}
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}
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@@ -3769,12 +3741,10 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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#ifdef RECORDOPPLIST
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#ifdef RECORDOPPLIST
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//fprintf(OpplistFile,"not heard or seen\n");
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//fprintf(OpplistFile,"not heard or seen\n");
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#endif
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#endif
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#ifdef TESTOPPLIST
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#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RS: not heard or seen") );
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String("RS: not heard or seen") );
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#endif
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#endif
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continue; // skip to the next opponent
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continue; // skip to the next opponent
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}
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}
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@@ -3785,21 +3755,16 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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#ifdef RECORDOPPLIST
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#ifdef RECORDOPPLIST
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//fprintf(OpplistFile,"no new knowledge (per %d, pub %d)\n",*pPersOL,*pbPublOL);
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//fprintf(OpplistFile,"no new knowledge (per %d, pub %d)\n",*pPersOL,*pbPublOL);
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#endif
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#endif
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#ifdef TESTOPPLIST
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#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RS: no new knowledge per %d pub %d",*pPersOL,*pbPublOL) );
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String("RS: no new knowledge per %d pub %d",*pPersOL,*pbPublOL) );
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#endif
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#endif
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continue; // skip to the next opponent
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continue; // skip to the next opponent
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}
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}
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#ifdef RECORDOPPLIST
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#ifdef RECORDOPPLIST
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//fprintf(OpplistFile,"made it!\n");
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//fprintf(OpplistFile,"made it!\n");
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#endif
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#endif
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#ifdef TESTOPPLIST
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#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("RS: made it!") );
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String("RS: made it!") );
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@@ -3810,11 +3775,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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// if it's our merc, and he currently sees this opponent
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// if it's our merc, and he currently sees this opponent
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if (PTR_OURTEAM && (*pPersOL == SEEN_CURRENTLY) && !(( pOpponent->bSide == pSoldier->bSide) || pOpponent->aiData.bNeutral))
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if (PTR_OURTEAM && (*pPersOL == SEEN_CURRENTLY) && !(( pOpponent->bSide == pSoldier->bSide) || pOpponent->aiData.bNeutral))
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{
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{
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// used by QueueDayMessage() to scroll to one of the new enemies
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// scroll to the last guy seen, unless we see a hated guy, then use him!
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if (!sightedHatedOpponent)
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scrollToGuynum = pOpponent->ubID;
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// don't care whether and how many new enemies are seen if everyone visible
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// don't care whether and how many new enemies are seen if everyone visible
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// and he's healthy enough to be a threat (so is worth talking about)
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// and he's healthy enough to be a threat (so is worth talking about)
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@@ -3844,7 +3804,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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}
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}
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else
|
else
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{
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{
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// if he has publicly not been seen now, or anytime during this turn
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// if he has publicly not been seen now, or anytime during this turn
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if ((*pbPublOL != SEEN_CURRENTLY) && (*pbPublOL != SEEN_THIS_TURN))
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if ((*pbPublOL != SEEN_CURRENTLY) && (*pbPublOL != SEEN_THIS_TURN))
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{
|
{
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@@ -3872,7 +3831,7 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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{
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{
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// this has already come up so turn OFF the pause-all-anims flag for the previous
|
// this has already come up so turn OFF the pause-all-anims flag for the previous
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// person and set it for this next person
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// person and set it for this next person
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MercPtrs[gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID]->flags.fPauseAllAnimation = FALSE;
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gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID->flags.fPauseAllAnimation = FALSE;
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}
|
}
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else
|
else
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{
|
{
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@@ -3883,7 +3842,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock( );
|
gTacticalStatus.uiTimeSinceDemoOn = GetJA2Clock( );
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pOpponent->flags.fPauseAllAnimation = TRUE;
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pOpponent->flags.fPauseAllAnimation = TRUE;
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|
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}
|
}
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}
|
}
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@@ -3898,7 +3856,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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// 2 is for bloodcat
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// 2 is for bloodcat
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gfPlayerTeamSawCreatures = 2;
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gfPlayerTeamSawCreatures = 2;
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}
|
}
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|
|
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}
|
}
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|
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if ( pOpponent->flags.uiStatusFlags & SOLDIER_MONSTER )
|
if ( pOpponent->flags.uiStatusFlags & SOLDIER_MONSTER )
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@@ -3908,7 +3865,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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fSawCreatureForFirstTime = TRUE;
|
fSawCreatureForFirstTime = TRUE;
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}
|
}
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}
|
}
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|
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||||||
}
|
}
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||||||
}
|
}
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else
|
else
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@@ -3926,15 +3882,10 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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#ifdef RECORDOPPLIST
|
#ifdef RECORDOPPLIST
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fprintf(OpplistFile,"UpdatePublic (RadioSightings) for team %d about %d\n",ptr->team,oppPtr->guynum);
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fprintf(OpplistFile,"UpdatePublic (RadioSightings) for team %d about %d\n",ptr->team,oppPtr->guynum);
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#endif
|
#endif
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||||||
|
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#ifdef TESTOPPLIST
|
#ifdef TESTOPPLIST
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DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
|
DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
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String("...............UPDATE PUBLIC: soldier %d SEEING soldier %d",pSoldier->ubID,pOpponent->ubID) );
|
String("...............UPDATE PUBLIC: soldier %d SEEING soldier %d",pSoldier->ubID,pOpponent->ubID) );
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#endif
|
#endif
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||||||
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||||||
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|
||||||
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|
||||||
UpdatePublic(ubTeamToRadioTo,pOpponent->ubID,*pPersOL,gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID],gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID]);
|
UpdatePublic(ubTeamToRadioTo,pOpponent->ubID,*pPersOL,gsLastKnownOppLoc[pSoldier->ubID][pOpponent->ubID],gbLastKnownOppLevel[pSoldier->ubID][pOpponent->ubID]);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -3960,7 +3911,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
|
|||||||
{
|
{
|
||||||
// First check for a virgin map and set to false if we see our first guy....
|
// First check for a virgin map and set to false if we see our first guy....
|
||||||
// Only if this guy is an ememy!
|
// Only if this guy is an ememy!
|
||||||
|
|
||||||
OurTeamSeesSomeone( pSoldier, revealedEnemies, unknownEnemies );
|
OurTeamSeesSomeone( pSoldier, revealedEnemies, unknownEnemies );
|
||||||
}
|
}
|
||||||
else if (fSawCreatureForFirstTime)
|
else if (fSawCreatureForFirstTime)
|
||||||
@@ -3968,7 +3918,6 @@ DebugMsg( TOPIC_JA2OPPLIST, DBG_LEVEL_3,
|
|||||||
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_HAVESEENCREATURE;
|
gMercProfiles[ pSoldier->ubProfile ].ubMiscFlags |= PROFILE_MISC_FLAG_HAVESEENCREATURE;
|
||||||
TacticalCharacterDialogue( pSoldier, QUOTE_FIRSTTIME_GAME_SEE_CREATURE );
|
TacticalCharacterDialogue( pSoldier, QUOTE_FIRSTTIME_GAME_SEE_CREATURE );
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+2
-2
@@ -117,7 +117,7 @@ void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo,
|
|||||||
void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
|
void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
|
||||||
void AddOneOpponent(SOLDIERTYPE *pSoldier);
|
void AddOneOpponent(SOLDIERTYPE *pSoldier);
|
||||||
void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
|
void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
|
||||||
void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
|
void UpdatePersonal(SOLDIERTYPE *pSoldier, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
|
||||||
INT16 MaxNormalDistanceVisible( void );
|
INT16 MaxNormalDistanceVisible( void );
|
||||||
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision);
|
INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel, const BOOLEAN& isCowering, const UINT8& tunnelVision);
|
||||||
void ResetLastKnownLocs(SOLDIERTYPE *ptr);
|
void ResetLastKnownLocs(SOLDIERTYPE *ptr);
|
||||||
@@ -129,7 +129,7 @@ void InitOpponentKnowledgeSystem(void);
|
|||||||
void InitSoldierOppList(SOLDIERTYPE *pSoldier);
|
void InitSoldierOppList(SOLDIERTYPE *pSoldier);
|
||||||
void BetweenTurnsVisibilityAdjustments(void);
|
void BetweenTurnsVisibilityAdjustments(void);
|
||||||
void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
|
void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
|
||||||
void UpdatePublic(UINT8 ubTeam, UINT16 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
|
void UpdatePublic(UINT8 ubTeam, SoldierID ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
|
||||||
void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo );
|
void RadioSightings(SOLDIERTYPE *pSoldier, UINT16 ubAbout, UINT8 ubTeamToRadioTo );
|
||||||
void OurTeamRadiosRandomlyAbout(UINT16 ubAbout);
|
void OurTeamRadiosRandomlyAbout(UINT16 ubAbout);
|
||||||
void DebugSoldierPage1( );
|
void DebugSoldierPage1( );
|
||||||
|
|||||||
Reference in New Issue
Block a user