mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
Space Viking's many mercs changes plus numerous generic bug fixes
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2498 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+201
-102
@@ -2473,7 +2473,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//no crates in sector inventory. search merc inventories
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if(mergeSuccessful == false)
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{
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for(int loop=0; loop<18; loop++)
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for(int loop=0; loop<(int)gGameExternalOptions.ubGameMaximumNumberOfPlayerMercs; loop++)
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{
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if(MercPtrs[loop]->bActive && MercPtrs[loop]->bInSector)
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{
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@@ -2818,6 +2818,12 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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//Display the range to the target
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DisplayRangeToTarget( MercPtrs[ gusSelectedSoldier ], sGridNo );
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}
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#ifdef JA2TESTVERSION
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CHAR16 zOutputString[512];
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swprintf( zOutputString, L"gridno: %d", sGridNo);
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, zOutputString );
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#endif
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}
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}
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break;
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@@ -3302,8 +3308,7 @@ void GetKeyboardInput( UINT32 *puiNewEvent )
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INT8 bLoop;
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for (bLoop=gTacticalStatus.Team[gbPlayerNum].bFirstID, pTeamSoldier=MercPtrs[bLoop]; bLoop <= gTacticalStatus.Team[gbPlayerNum].bLastID; bLoop++, pTeamSoldier++)
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) )
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{
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if ( OK_CONTROLLABLE_MERC( pTeamSoldier ) && pTeamSoldier->bAssignment == CurrentSquad( ) && !AM_A_ROBOT( pTeamSoldier ) ) {
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SwapGoggles(pTeamSoldier);
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}
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}
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@@ -5554,134 +5559,228 @@ void PopupMilitiaControlMenu( SOLDIERTYPE *pSoldier )
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gfIgnoreScrolling = TRUE;
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}
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INT32 PickPocket(MERCPROFILESTRUCT *pProfile, UINT8 ppStart, UINT8 ppStop, UINT16 usItem, UINT8 iNumber, UINT8 * cap);
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bool BadGoggles(SOLDIERTYPE *pTeamSoldier) {
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// WDS - Smart goggle switching
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// NOTE: Investigate using GetItemVisionRangeBonus from Items.cpp???
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if (!gGameExternalOptions.smartGoggleSwitch) {
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return false;
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} else {
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// Look through the head slots and find any sort of goggle. Check if it is bad for this time of day.
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for (int headSlot = HEAD1POS; headSlot <= HEAD2POS; ++headSlot) {
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if ( (Item[pTeamSoldier->inv[headSlot].usItem].brightlightvisionrangebonus > 0) && !DayTime() ) {
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return true;
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} else if ( (Item[pTeamSoldier->inv[headSlot].usItem].nightvisionrangebonus > 0) && DayTime() ) {
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return true;
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}
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}
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// Find the best goggles for the current time of day anywhere in inventory
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OBJECTTYPE * pGoggles = 0;
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if (DayTime()) {
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pGoggles = FindSunGogglesInInv( pTeamSoldier, TRUE );
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} else {
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pGoggles = FindNightGogglesInInv( pTeamSoldier, TRUE );
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}
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if (pGoggles) {
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// Check that the player is actually wearing them
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for (int headSlot = HEAD1POS; headSlot <= HEAD2POS; ++headSlot) {
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if (!(pTeamSoldier->inv[headSlot] == *pGoggles)) {
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// return true;
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}
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}
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}
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}
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return false;
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}
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void SwapGoggles(SOLDIERTYPE *pTeamSoldier)
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{
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/* CHRISL - Adjusted this option to allow the game to search through Helmet attachments
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as well as inventory positions.
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*/
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OBJECTTYPE * pObj;
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OBJECTTYPE * pGoggles = NULL;
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INT8 bSlot1;
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int bestBonus;
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bool itemFound = false;
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//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
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for(bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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if(Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0)
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itemFound = true;
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if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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itemFound = true;
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}
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//2 head slots
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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// if wearing sungoggles
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if ( Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0 )
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
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}
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
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}
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}
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}
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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// WDS - Smart goggle switching
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// NOTE: Investigate using GetItemVisionRangeBonus from Items.cpp???
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if (gGameExternalOptions.smartGoggleSwitch) {
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// Look through the head slots and find any sort of goggle or an empty spot
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int slotToUse = -1;
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for (int headSlot = HEAD1POS; headSlot <= HEAD2POS; ++headSlot) {
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if ( (Item[pTeamSoldier->inv[headSlot].usItem].brightlightvisionrangebonus > 0) ) {
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slotToUse = headSlot;
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break;
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} else if ( (Item[pTeamSoldier->inv[headSlot].usItem].nightvisionrangebonus > 0) ) {
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slotToUse = headSlot;
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break;
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} else if (pTeamSoldier->inv[headSlot].exists() == false) {
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slotToUse = headSlot;
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}
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}
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// else if wearing NVGs
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else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0)
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{
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itemFound = true;
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bestBonus = 0;
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
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if (slotToUse == -1) {
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// No place to swap in a new goggle, give up
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return;
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}
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// Find the best goggles for the current time of day anywhere in inventory
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OBJECTTYPE * pGoggles = 0;
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if (DayTime()) {
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pGoggles = FindSunGogglesInInv( pTeamSoldier, TRUE );
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} else {
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pGoggles = FindNightGogglesInInv( pTeamSoldier, TRUE );
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}
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if (pGoggles) {
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// Now either swap or equip the best one that was found
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if (pTeamSoldier->inv[slotToUse].exists()) {
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SwapObjs( pTeamSoldier, slotToUse, pGoggles, TRUE );
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} else {
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[slotToUse], 1, pTeamSoldier, slotToUse);
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}
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
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} else {
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// No goggles to equip, should the current ones be unequiped?
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if (pTeamSoldier->inv[slotToUse].exists()) {
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if ((DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].nightvisionrangebonus > 0)) ||
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(!DayTime() && (Item[pTeamSoldier->inv[slotToUse].usItem].brightlightvisionrangebonus > 0))) {
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// It's day and we're wearing night goggles (or vice-versa), find a place to stash them
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if (pTeamSoldier->inv[ HELMETPOS ].exists()) {
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if (pTeamSoldier->inv[ HELMETPOS ].AttachObject( NULL, &pTeamSoldier->inv[slotToUse] )) {
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// It worked!
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} else {
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// Try dumping it anywhere in inventory because it doesn't attach to the helmet
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}
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} else {
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// Try dumping it anywhere in inventory given there's no helemt
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}
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}
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}
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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// else if not wearing anything and no goggles found
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else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
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} else {
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// Normal goggle switching
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OBJECTTYPE * pObj;
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OBJECTTYPE * pGoggles = NULL;
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INT8 bSlot1;
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int bestBonus;
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bool itemFound = false;
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//CHRISL: Before doing anything, we should look at both head slots to see if either slot has some sort of goggles
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++) {
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if ((Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0) ||
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(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0))
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itemFound = true;
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}
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//2 head slots
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for (bSlot1 = HEAD1POS; bSlot1 <= HEAD2POS; bSlot1++)
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{
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bestBonus = 0;
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// search helmet and vest for goggles of some kind
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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// if wearing sungoggles
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if ( (Item[pTeamSoldier->inv[bSlot1].usItem].brightlightvisionrangebonus > 0) )
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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bestBonus = 0;
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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bestBonus = Item[pGoggles->usItem].nightvisionrangebonus;
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}
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
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}
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else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].nightvisionrangebonus;
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if ( Item[ iter->usItem ].nightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].nightvisionrangebonus;
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}
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}
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}
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if(pGoggles)
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{
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
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pObj->RemoveAttachment(pGoggles);
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break;
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}
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}
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if(pTeamSoldier->inv[bSlot1].exists() == false)
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{
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if(DayTime() == TRUE)
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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else
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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if(pGoggles)
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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else
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// else if wearing NVGs
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else if(Item[pTeamSoldier->inv[bSlot1].usItem].nightvisionrangebonus > 0 )
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{
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break;
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bestBonus = 0;
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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//search for better goggles on the helmet
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if (pGoggles)
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{
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bestBonus = Item[pGoggles->usItem].brightlightvisionrangebonus;
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}
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//search helmet and vest
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for (attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if ( Item[ iter->usItem ].brightlightvisionrangebonus > bestBonus && Item[ iter->usItem ].usItemClass == IC_FACE )
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{
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pGoggles = &(*iter);
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bestBonus = Item[ iter->usItem ].brightlightvisionrangebonus;
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}
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}
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}
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if ( pGoggles )
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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// else if not wearing anything and no goggles found
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else if(itemFound == false && pTeamSoldier->inv[bSlot1].exists() == false)
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{
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bestBonus = 0;
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// search helmet and vest for goggles of some kind
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for(UINT8 gear = HELMETPOS; gear <= VESTPOS; gear++)
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{
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pObj = &(pTeamSoldier->inv[gear]);
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for(attachmentList::iterator iter = (*pObj)[0]->attachments.begin(); iter != (*pObj)[0]->attachments.end(); ++iter)
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{
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if(DayTime() == TRUE && Item[iter->usItem].brightlightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].brightlightvisionrangebonus;
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}
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else if(NightTime() == TRUE && Item[iter->usItem].nightvisionrangebonus > bestBonus && Item[iter->usItem].usItemClass == IC_FACE)
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{
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pGoggles = &(*iter);
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bestBonus = Item[iter->usItem].nightvisionrangebonus;
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}
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}
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if(pGoggles)
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{
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pGoggles->MoveThisObjectTo(pTeamSoldier->inv[bSlot1], 1, pTeamSoldier, bSlot1);
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pObj->RemoveAttachment(pGoggles);
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break;
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}
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}
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if(pTeamSoldier->inv[bSlot1].exists() == false)
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{
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if(DayTime() == TRUE)
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pGoggles = FindSunGogglesInInv( pTeamSoldier );
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else
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pGoggles = FindNightGogglesInInv( pTeamSoldier );
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if(pGoggles)
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{
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SwapObjs( pTeamSoldier, bSlot1, pGoggles, TRUE );
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break;
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}
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}
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else
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{
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break;
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}
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}
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}
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}
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fCharacterInfoPanelDirty = TRUE;
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fTeamPanelDirty = TRUE;
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fInterfacePanelDirty = DIRTYLEVEL2;
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