mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert to SoldierID
This commit is contained in:
+47
-48
@@ -470,7 +470,7 @@ typedef struct
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float dForceY;
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float dForceZ;
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UINT32 sTargetGridNo;
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UINT16 ubID;
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SoldierID ubID;
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UINT8 ubActionCode;
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UINT32 uiActionData;
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UINT16 usItem;
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@@ -494,7 +494,7 @@ typedef struct
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typedef struct
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{
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UINT32 sGridNo;
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UINT16 ubID;
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SoldierID ubID;
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UINT16 usItem;
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UINT8 ubItemStatus;
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UINT32 uiWorldIndex; // the local World Index of this bomb on its creators client
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@@ -506,7 +506,7 @@ typedef struct
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typedef struct
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{
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UINT16 ubID;
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SoldierID ubID;
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UINT32 uiWorldItemIndex;
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UINT8 ubMPTeamIndex;
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UINT32 uiPreRandomIndex; // send out our current pre-random index
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@@ -516,7 +516,7 @@ typedef struct
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{
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UINT32 uiWorldItemIndex;
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UINT8 ubMPTeamIndex;
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UINT16 ubID;
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SoldierID ubID;
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UINT32 sGridNo;
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UINT32 uiPreRandomIndex; // send out our current pre-random index
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} disarm_struct;
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@@ -526,7 +526,7 @@ typedef struct
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INT32 sGridNo;
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UINT8 ubRadius;
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UINT16 usItem;
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UINT16 ubOwner;
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SoldierID ubOwner;
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BOOLEAN fSubsequent;
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INT8 bLevel;
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INT32 iSmokeEffectID;
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@@ -802,7 +802,7 @@ void recievePATH(RPCParameters *rpcParameters)
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EV_S_SENDPATHTONETWORK* SNetPath = (EV_S_SENDPATHTONETWORK*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SNetPath->usSoldierID ];
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SOLDIERTYPE *pSoldier = SNetPath->usSoldierID;
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memcpy(pSoldier->pathing.usPathingData, SNetPath->usPathData,sizeof(UINT16)*30);
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@@ -863,7 +863,7 @@ void recieveSTANCE(RPCParameters *rpcParameters)
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EV_S_CHANGESTANCE* SChangeStance = (EV_S_CHANGESTANCE*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SChangeStance->usSoldierID ];
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SOLDIERTYPE *pSoldier = SChangeStance->usSoldierID;
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pSoldier->ChangeSoldierStance( SChangeStance->ubNewStance );
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@@ -906,7 +906,7 @@ void recieveDIR(RPCParameters *rpcParameters)
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EV_S_SETDESIREDDIRECTION* SSetDesiredDirection = (EV_S_SETDESIREDDIRECTION*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SSetDesiredDirection->usSoldierID ];
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SOLDIERTYPE *pSoldier = SSetDesiredDirection->usSoldierID;
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pSoldier->EVENT_SetSoldierDesiredDirection( SSetDesiredDirection->usDesiredDirection );
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@@ -945,7 +945,7 @@ void recieveFIRE(RPCParameters *rpcParameters)
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EV_S_BEGINFIREWEAPON* SBeginFireWeapon = (EV_S_BEGINFIREWEAPON*)rpcParameters->input;
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"SendBeginFireWeaponEvent" );
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SOLDIERTYPE *pSoldier = MercPtrs[ SBeginFireWeapon->usSoldierID ];
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SOLDIERTYPE *pSoldier = SBeginFireWeapon->usSoldierID;
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pSoldier->sTargetGridNo = SBeginFireWeapon->sTargetGridNo;
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pSoldier->bTargetLevel = SBeginFireWeapon->bTargetLevel;
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@@ -1019,7 +1019,7 @@ void send_dismiss(UINT16 ubCurrentSoldierID)
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client->RPC("sendDISMISS",(const char*)&sDismissMerc, (int)sizeof(send_dismiss_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
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}
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void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
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void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver)
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{
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send_hire_struct sHireMerc;
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@@ -1028,7 +1028,7 @@ void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLen
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sHireMerc.fCopyProfileItemsOver=fCopyProfileItemsOver;
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sHireMerc.bTeam=netbTeam;
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SOLDIERTYPE *pSoldier = MercPtrs[ iNewIndex ];
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SOLDIERTYPE *pSoldier = iNewIndex;
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UINT8 sectorEdge = cStartingSectorEdge;
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@@ -1169,7 +1169,7 @@ void recieveguiPOS(RPCParameters *rpcParameters)
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{
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gui_pos* gnPOS = (gui_pos*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ gnPOS->usSoldierID ];
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SOLDIERTYPE *pSoldier = gnPOS->usSoldierID;
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INT32 sNewGridNo;
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@@ -1195,7 +1195,7 @@ void recieveguiDIR(RPCParameters *rpcParameters)
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{
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gui_dir* gnDIR = (gui_dir*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ gnDIR->usSoldierID ];
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SOLDIERTYPE *pSoldier = gnDIR->usSoldierID;
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pSoldier->EVENT_SetSoldierDirection( gnDIR->usNewDirection );
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}
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@@ -1899,7 +1899,7 @@ void recieveSTOP (RPCParameters *rpcParameters)
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{
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EV_S_STOP_MERC* SStopMerc =(EV_S_STOP_MERC*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SStopMerc->usSoldierID ];
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SOLDIERTYPE *pSoldier = SStopMerc->usSoldierID;
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pSoldier->EVENT_InternalSetSoldierPosition( SStopMerc->sXPos, SStopMerc->sYPos,FALSE, FALSE, FALSE );
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pSoldier->EVENT_SetSoldierDirection( SStopMerc->ubDirection );
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@@ -1944,7 +1944,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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if (cGameType == MP_TYPE_COOP)
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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SOLDIERTYPE* pOpponent = INT->Interrupted;
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if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
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{
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@@ -1978,7 +1978,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
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//start interrupt turn //real interrupt code
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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SOLDIERTYPE* pSoldier = INT->ubID;
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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@@ -1994,7 +1994,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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SOLDIERTYPE* pSoldier = INT->ubID;
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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@@ -2003,7 +2003,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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else
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{
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INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
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SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
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SOLDIERTYPE* pOpponent = INT->Interrupted;
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if(INT->bTeam==netbTeam)//for us
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{
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@@ -2028,7 +2028,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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if( INT->bTeam != 0)//not for our team - hayden
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{
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//stop moving merc who was interrupted and init UI bar
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SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
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SOLDIERTYPE* pMerc = INT->ubID;
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pMerc->HaultSoldierFromSighting(TRUE);
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FreezeInterfaceForEnemyTurn();
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InitEnemyUIBar( 0, 0 );
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@@ -2049,7 +2049,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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{
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ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
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SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
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SOLDIERTYPE* pSoldier = INT->ubID;
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ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
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StartInterrupt();
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}
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@@ -2924,7 +2924,7 @@ void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yP
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{
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ubOwner = MPEncodeSoldierID(ubOwner); // translate our soldier to the "network" version
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SOLDIERTYPE* pSoldier = MercPtrs[ubOwner];
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SOLDIERTYPE* pSoldier = ubOwner;
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if (pSoldier != NULL)
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{
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if ((pSoldier->bTeam == 1 && is_server) || IsOurSoldier(pSoldier))
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@@ -2942,7 +2942,6 @@ void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yP
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gren.ubID = ubOwner;
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gren.usItem = pGameObj->usItem;
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gren.sTargetGridNo = sTargetGridNo;
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gren.ubID = ubOwner;
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gren.RealObjectID = iRealObjectID;
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gren.IsThrownGrenade = bIsThrownGrenade;
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gren.uiPreRandomIndex = guiPreRandomIndex;
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@@ -2965,7 +2964,7 @@ void recieveGRENADE (RPCParameters *rpcParameters)
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gren->ubID = MPDecodeSoldierID(gren->ubID);
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SOLDIERTYPE* pThrower = MercPtrs[ gren->ubID ];
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SOLDIERTYPE* pThrower = gren->ubID;
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if (pThrower != NULL)
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{
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guiPreRandomIndex = gren->uiPreRandomIndex;
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@@ -3067,7 +3066,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
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gres->ubOwnerID = MPDecodeSoldierID(gres->ubOwnerID);
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SOLDIERTYPE* pThrower = MercPtrs[ gres->ubOwnerID ];
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SOLDIERTYPE* pThrower = gres->ubOwnerID;
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if (pThrower != NULL)
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{
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// grenade wasnt thrown by one of our guys, so we should do it on the client
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@@ -3128,7 +3127,7 @@ void recieveGRENADERESULT (RPCParameters *rpcParameters)
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}
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}
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void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
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void send_plant_explosive (SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldItemIndex)
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{
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explosive_obj exp;
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@@ -3160,7 +3159,7 @@ void recievePLANTEXPLOSIVE (RPCParameters *rpcParameters)
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exp->ubID = MPDecodeSoldierID( exp->ubID );
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SOLDIERTYPE* pSoldier = MercPtrs[ exp->ubID ];
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SOLDIERTYPE* pSoldier = exp->ubID;
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if (pSoldier != NULL)
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{
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// explosive wasnt planted on our client, so we should do it on the client
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@@ -3297,7 +3296,7 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
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det->ubID = MPDecodeSoldierID(det->ubID);
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SOLDIERTYPE* pSoldier = MercPtrs[det->ubID];
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SOLDIERTYPE* pSoldier = det->ubID;
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if (pSoldier != NULL)
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{
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// if explosive detonation didnt originate from this client then its need to be performed here
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@@ -3410,7 +3409,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
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disarm->ubID = MPDecodeSoldierID(disarm->ubID);
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SOLDIERTYPE* pSoldier = MercPtrs[disarm->ubID];
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SOLDIERTYPE* pSoldier = disarm->ubID;
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if (pSoldier != NULL)
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{
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// if explosive disarm didnt originate from this client then its need to be performed here
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@@ -3439,7 +3438,7 @@ void recieveDISARMEXPLOSIVE (RPCParameters *rpcParameters)
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// print out a screen message if it was our bomb
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if (disarm->ubMPTeamIndex == netbTeam)
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{
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SOLDIERTYPE * pBombOwner = MercPtrs[gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID];
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SOLDIERTYPE * pBombOwner = gWorldItems[ gWorldBombs[ uiCount ].iItemIndex ].soldierID;
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if (pBombOwner != NULL)
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{
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ScreenMsg( FONT_LTBLUE , MSG_MPSYSTEM , MPClientMessage[71], pBombOwner->name, pSoldier->name);
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@@ -3494,7 +3493,7 @@ void recieveSPREADEFFECT (RPCParameters *rpcParameters)
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sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
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SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
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SOLDIERTYPE* pSoldier = sef->ubOwner;
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if (pSoldier != NULL)
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{
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@@ -3579,7 +3578,7 @@ void recieveNEWSMOKEEFFECT (RPCParameters *rpcParameters)
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// translate any of our soldier ids back to the correct local copy
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sef->ubOwner = MPDecodeSoldierID(sef->ubOwner);
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SOLDIERTYPE* pSoldier = MercPtrs[sef->ubOwner];
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SOLDIERTYPE* pSoldier = sef->ubOwner;
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if (pSoldier != NULL)
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{
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// new smoke effect didnt originate from us
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@@ -3665,7 +3664,7 @@ void recieveEXPLOSIONDAMAGE (RPCParameters *rpcParameters)
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exp->ubAttackerID = MPDecodeSoldierID(exp->ubAttackerID);
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SOLDIERTYPE* pSoldier = MercPtrs[exp->ubSoldierID];
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SOLDIERTYPE* pSoldier = exp->ubSoldierID;
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if (pSoldier != NULL)
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{
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@@ -3733,7 +3732,7 @@ void recieveBULLET(RPCParameters *rpcParameters)
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INT8 bTeam = OUR_TEAM;
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if ( netb->net_bullet.ubFirerID != NOBODY )
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{
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pFirer = MercPtrs[ netb->net_bullet.ubFirerID ];
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pFirer = netb->net_bullet.ubFirerID;
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bTeam=pFirer->bTeam;
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}
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@@ -3837,8 +3836,8 @@ void recieveSTATE(RPCParameters *rpcParameters)
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void send_death( SOLDIERTYPE *pSoldier )
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{
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death_struct nDeath;
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nDeath.soldier_id=pSoldier->ubID;
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nDeath.attacker_id=pSoldier->ubAttackerID;
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nDeath.soldier_id = pSoldier->ubID;
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nDeath.attacker_id = pSoldier->ubAttackerID;
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// Translate soldier id for other clients if the soldier was one of ours
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if(pSoldier->ubID<20)nDeath.soldier_id=nDeath.soldier_id+ubID_prefix;
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@@ -3852,7 +3851,7 @@ void send_death( SOLDIERTYPE *pSoldier )
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nDeath.attacker_id = pSoldier->ubNextToPreviousAttackerID;
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}
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SOLDIERTYPE * pAttacker=MercPtrs[ nDeath.attacker_id ];
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SOLDIERTYPE * pAttacker = nDeath.attacker_id;
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INT8 pA_bTeam=CLIENT_NUM;
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CHAR16 pA_name[ 10 ];
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INT8 pS_bTeam=CLIENT_NUM;
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@@ -3951,15 +3950,15 @@ void send_death( SOLDIERTYPE *pSoldier )
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void recieveDEATH (RPCParameters *rpcParameters)
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{
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death_struct* nDeath = (death_struct*)rpcParameters->input;
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SOLDIERTYPE * pSoldier=MercPtrs[ nDeath->soldier_id ];
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SOLDIERTYPE * pSoldier = nDeath->soldier_id;
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UINT16 ubAttackerID;
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SoldierID ubAttackerID;
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if((nDeath->attacker_id >= ubID_prefix) && (nDeath->attacker_id < (ubID_prefix+6)))
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ubAttackerID = (nDeath->attacker_id - ubID_prefix);
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else
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ubAttackerID = nDeath->attacker_id;
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SOLDIERTYPE * pAttacker=MercPtrs[ ubAttackerID ];
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SOLDIERTYPE * pAttacker = ubAttackerID;
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INT8 pA_bTeam;
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CHAR16 pA_name[ 10 ];
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INT8 pS_bTeam;
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@@ -4070,7 +4069,7 @@ void send_miss(EV_S_MISS * SMiss)
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void recievehitSTRUCT (RPCParameters *rpcParameters)
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{
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EV_S_STRUCTUREHIT* struct_hit = (EV_S_STRUCTUREHIT*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ struct_hit->ubAttackerID ];
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SOLDIERTYPE *pSoldier = struct_hit->ubAttackerID;
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INT8 bTeam=pSoldier->bTeam;
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INT32 iBullet = bTable[bTeam][struct_hit->iBullet].local_id;
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@@ -4093,7 +4092,7 @@ void recieveMISS (RPCParameters *rpcParameters)
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{
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EV_S_MISS* shot_miss = (EV_S_MISS*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ shot_miss->ubAttackerID ];
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SOLDIERTYPE *pSoldier = shot_miss->ubAttackerID;
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INT8 bTeam=pSoldier->bTeam;
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INT32 iBullet = bTable[bTeam][shot_miss->iBullet].local_id;
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@@ -4198,7 +4197,7 @@ BOOLEAN check_status (void)// any 'enemies' and clients left to fight ??
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void UpdateSoldierToNetwork ( SOLDIERTYPE *pSoldier )
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{
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//this send stats to other clients at intervals
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UINT16 id = pSoldier->ubID;
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SoldierID id = pSoldier->ubID;
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UINT32 time = GetJA2Clock();
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if(id < 20 || (is_server && id <120))
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@@ -4243,7 +4242,7 @@ void UpdateSoldierFromNetwork (RPCParameters *rpcParameters)
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{
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EV_S_UPDATENETWORKSOLDIER* SUpdateNetworkSoldier = (EV_S_UPDATENETWORKSOLDIER*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SUpdateNetworkSoldier->usSoldierID ];
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SOLDIERTYPE *pSoldier = SUpdateNetworkSoldier->usSoldierID;
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pSoldier->bBreath=SUpdateNetworkSoldier->bBreath;
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pSoldier->stats.bLife=SUpdateNetworkSoldier->bLife;
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@@ -4424,7 +4423,7 @@ void recieve_fireweapon (RPCParameters *rpcParameters)
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{
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EV_S_FIREWEAPON* SFireWeapon = (EV_S_FIREWEAPON*)rpcParameters->input;
|
||||
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ SFireWeapon->usSoldierID ];
|
||||
SOLDIERTYPE *pSoldier = SFireWeapon->usSoldierID;
|
||||
|
||||
pSoldier->sTargetGridNo = SFireWeapon->sTargetGridNo;
|
||||
pSoldier->bTargetLevel = SFireWeapon->bTargetLevel;
|
||||
@@ -4449,7 +4448,7 @@ void recieve_door (RPCParameters *rpcParameters)
|
||||
{
|
||||
doors* sDoor = (doors*)rpcParameters->input;
|
||||
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ sDoor->ubID ];
|
||||
SOLDIERTYPE *pSoldier = sDoor->ubID;
|
||||
BOOLEAN fNoAnimations = FALSE;
|
||||
|
||||
if ( !AllMercsLookForDoor( sDoor->sGridNo, FALSE ) )//check for los
|
||||
@@ -4725,14 +4724,14 @@ void recieve_heal (RPCParameters *rpcParameters)
|
||||
{
|
||||
heal* data = (heal*)rpcParameters->input;
|
||||
|
||||
UINT16 healed;
|
||||
SoldierID healed;
|
||||
|
||||
if((data->ubID >= ubID_prefix) && (data->ubID < (ubID_prefix+6)))
|
||||
healed = (data->ubID - ubID_prefix);
|
||||
else
|
||||
healed = data->ubID;
|
||||
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ healed ];
|
||||
SOLDIERTYPE *pSoldier = healed;
|
||||
pSoldier->bBleeding=data->bBleeding;
|
||||
pSoldier->stats.bLife=data->bLife;
|
||||
|
||||
@@ -4758,7 +4757,7 @@ void awardINT (RPCParameters *rpcParameters)
|
||||
{
|
||||
AIint* data= (AIint*)rpcParameters->input;
|
||||
|
||||
SOLDIERTYPE *pSoldier = MercPtrs[ data->ubID ];
|
||||
SOLDIERTYPE *pSoldier = data->ubID;
|
||||
|
||||
StartInterrupt();
|
||||
|
||||
|
||||
@@ -96,7 +96,7 @@ void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
|
||||
void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
|
||||
void send_hit( EV_S_WEAPONHIT *SWeaponHit );
|
||||
void send_bullet( BULLET * pBullet, UINT16 usHandItem);
|
||||
void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
|
||||
void send_hire( SoldierID iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
|
||||
void send_dismiss( UINT16 ubCurrentSoldierID);
|
||||
|
||||
void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
|
||||
@@ -113,7 +113,7 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
|
||||
// OJW - 20091002 - explosives
|
||||
void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, SoldierID ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
|
||||
void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
|
||||
void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
|
||||
void send_plant_explosive ( SoldierID ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
|
||||
void send_detonate_explosive (UINT32 uiWorldIndex, SoldierID ubID);
|
||||
void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, SoldierID ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
|
||||
void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, SoldierID ubOwner, INT32 iSmokeEffectID);
|
||||
@@ -220,7 +220,7 @@ inline SoldierID MPEncodeSoldierID( SoldierID ubID )
|
||||
}
|
||||
|
||||
// this one can be called anywhere, even if the ID was not "encoded"
|
||||
inline UINT16 MPDecodeSoldierID( UINT16 ubID )
|
||||
inline SoldierID MPDecodeSoldierID( SoldierID ubID )
|
||||
{
|
||||
if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
|
||||
return ubID - ubID_prefix; // soldier is ours
|
||||
|
||||
@@ -5,29 +5,29 @@ extern int readyteamreg[10];
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT16 soldier_id;
|
||||
UINT16 attacker_id;
|
||||
SoldierID soldier_id;
|
||||
SoldierID attacker_id;
|
||||
UINT8 attacker_team;
|
||||
UINT8 soldier_team;
|
||||
}death_struct;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
INT32 sGridNo;
|
||||
BOOLEAN fNoAnimations;
|
||||
}doors;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
INT8 bLife;
|
||||
INT8 bBleeding;
|
||||
}heal;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
INT8 bteam;
|
||||
}AIint;
|
||||
|
||||
@@ -65,4 +65,4 @@ BOOLEAN check_status (void);
|
||||
extern UINT16 NumEnemyInSector( );
|
||||
extern UINT16 NumActiveAndConsciousTeamMembers( UINT8 ubTeam );
|
||||
void send_heal (SOLDIERTYPE *pSoldier );
|
||||
void requestAIint(SOLDIERTYPE *pSoldier );
|
||||
void requestAIint(SOLDIERTYPE *pSoldier );
|
||||
|
||||
Reference in New Issue
Block a user