mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
Convert to SoldierID
This commit is contained in:
@@ -2953,12 +2953,12 @@ OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UI
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return InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, NULL );
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}
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OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
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OBJECTTYPE * AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex )
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{
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return( InternalAddItemToPool( &sGridNo, pObject, bVisible, ubLevel, usFlags, bRenderZHeightAboveLevel, soldierID, piItemIndex ) );
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}
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex )
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex )
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{
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ITEM_POOL *pItemPool;
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ITEM_POOL *pItemPoolTemp;
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@@ -195,8 +195,8 @@ void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
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void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
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OBJECTTYPE* AddItemToPool(INT32 sGridNo, OBJECTTYPE* pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID = -1);
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT16 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, SoldierID soldierID, INT32 * piItemIndex );
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INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
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@@ -3725,7 +3725,7 @@ void SMInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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else // item in cursor
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{
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UINT16 ubSrcID, ubDestID;
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SoldierID ubSrcID, ubDestID;
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BOOLEAN fOKToGo = FALSE;
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BOOLEAN fDeductPoints = FALSE;
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@@ -5277,7 +5277,7 @@ BOOLEAN InitializeTEAMPanel( )
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{
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if ( gTeamPanel[ cnt ].ubID != NOBODY )
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{
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HandleMouseOverSoldierFaceForContMove( MercPtrs[ gTeamPanel[ cnt ].ubID ], TRUE );
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HandleMouseOverSoldierFaceForContMove( gTeamPanel[ cnt ].ubID, TRUE );
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}
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}
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@@ -5352,7 +5352,7 @@ BOOLEAN ShutdownTEAMPanel( )
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if ( gTeamPanel[ cnt ].ubID != NOBODY )
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{
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HandleMouseOverSoldierFaceForContMove( MercPtrs[ gTeamPanel[ cnt ].ubID ], FALSE );
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HandleMouseOverSoldierFaceForContMove( gTeamPanel[ cnt ].ubID, FALSE );
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}
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}
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@@ -5416,7 +5416,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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}
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else
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{
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pSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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pSoldier = gTeamPanel[ cnt ].ubID;
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if ( pSoldier->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
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{
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@@ -5520,7 +5520,7 @@ void RenderTEAMPanel( BOOLEAN fDirty )
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// GET SOLDIER
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if ( gTeamPanel[ cnt ].fOccupied )
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{
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pSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
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pSoldier = gTeamPanel[ cnt ].ubID;
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// Update animations....
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if ( pSoldier->flags.fClosePanel || pSoldier->flags.fClosePanelToDie )
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@@ -6016,7 +6016,8 @@ void HandleMouseOverTeamFaceForContMove( BOOLEAN fOn )
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void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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SOLDIERTYPE *pSoldier;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6040,7 +6041,7 @@ void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
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return;
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}
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pSoldier = MercPtrs[ ubSoldierID ];
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pSoldier = ubSoldierID;
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if ( !pSoldier->bActive )
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{
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@@ -6062,7 +6063,8 @@ void MercFacePanelMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6085,7 +6087,7 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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return;
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}
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if ( !MercPtrs[ ubSoldierID ]->bActive )
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if ( !ubSoldierID->bActive )
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{
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return;
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}
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@@ -6093,14 +6095,14 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
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{
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//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//{
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//}
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//else
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{
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SOLDIERTYPE *pSoldier;
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pSoldier = MercPtrs[ ubSoldierID ];
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pSoldier = ubSoldierID;
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if ( pSoldier->aiData.bOppCnt > 0 )
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{ // Cycle....
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@@ -6117,7 +6119,8 @@ void EnemyIndicatorClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6155,12 +6158,12 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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return;
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}
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if ( !MercPtrs[ ubSoldierID ]->bActive )
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if ( !ubSoldierID->bActive )
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{
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return;
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}
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if (!OK_INTERRUPT_MERC(MercPtrs[ubSoldierID]))
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if (!OK_INTERRUPT_MERC(ubSoldierID))
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{
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return;
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}
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@@ -6169,10 +6172,10 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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if ( !gfInItemPickupMenu && gpItemPointer == NULL )
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{
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//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
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//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) )
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//if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER ) )
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//{
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// pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
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// pVehicle = GetSoldierStructureForVehicle( ubSoldierID->iVehicleId );
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// HandleLocateSelectMerc( pVehicle->ubID, 0 );
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//}
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@@ -6181,10 +6184,10 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( !InOverheadMap( ) )
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{
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// If we can continue a move, do so!
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if ( CheckForMercContMove( MercPtrs[ ubSoldierID ] ) )
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if ( CheckForMercContMove( ubSoldierID ) )
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{
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// Continue
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ContinueMercMovement( MercPtrs[ ubSoldierID ] );
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ContinueMercMovement( ubSoldierID );
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ErasePath( TRUE );
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}
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else
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@@ -6192,21 +6195,21 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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// HEADROCK HAM 3.5: Shift-Click a merc's face will add him to the current selection.
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if (!(gTacticalStatus.uiFlags & INCOMBAT) && _KeyDown( SHIFT ) )
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{
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if ( ! (MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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if ( ! (ubSoldierID->flags.uiStatusFlags & SOLDIER_MULTI_SELECTED ) )
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{
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if ( OK_CONTROLLABLE_MERC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
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if ( OK_CONTROLLABLE_MERC( ubSoldierID ) && !( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_VEHICLE | SOLDIER_PASSENGER | SOLDIER_DRIVER ) ) )
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{
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s added", MercPtrs[ ubSoldierID ]->name );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s added", ubSoldierID->name );
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gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
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MercPtrs[ ubSoldierID ]->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
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ubSoldierID->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
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EndMultiSoldierSelection( TRUE );
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}
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}
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// A shift-click on a selected character will remove that character from the current selection.
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else
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{
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s removed", MercPtrs[ ubSoldierID ]->name );
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MercPtrs[ ubSoldierID ]->flags.uiStatusFlags &= (~SOLDIER_MULTI_SELECTED );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s removed", ubSoldierID->name );
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ubSoldierID->flags.uiStatusFlags &= (~SOLDIER_MULTI_SELECTED );
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if (ubSoldierID != gusSelectedSoldier)
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{
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gusSelectedSoldier->flags.uiStatusFlags |= SOLDIER_MULTI_SELECTED;
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@@ -6216,7 +6219,7 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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}
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else
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{
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s selected", MercPtrs[ ubSoldierID ]->name );
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//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s selected", ubSoldierID->name );
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HandleLocateSelectMerc( ubSoldierID, 0 );
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}
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}
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@@ -6233,8 +6236,8 @@ void MercFacePanelCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if ( !InOverheadMap( ) )
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{
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// Only if guy is not dead!
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//if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) && !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
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if ( !( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( MercPtrs[ ubSoldierID ] ) )
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//if ( !( ubSoldierID->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( ubSoldierID ) && !( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_DRIVER | SOLDIER_PASSENGER ) ) )
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if ( !( ubSoldierID->flags.uiStatusFlags & SOLDIER_DEAD ) && !AM_AN_EPC( ubSoldierID ) )
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{
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gfSwitchPanel = TRUE;
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gbNewPanel = SM_PANEL;
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@@ -6671,7 +6674,8 @@ void RenderSoldierTeamInv( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, UINT8 ubPa
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void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6694,7 +6698,7 @@ void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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ubSoldierID = gTeamPanel[ ubID ].ubID;
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if ( !MercPtrs[ ubSoldierID ]->bActive )
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if ( !ubSoldierID->bActive )
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{
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return;
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}
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@@ -6721,7 +6725,8 @@ void TMFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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UINT16 usOldHandItem;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6739,9 +6744,9 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (iReason == MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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// anv: select vehicle by clicking on the steering wheel
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//if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_DRIVER )
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//if ( ubSoldierID->flags.uiStatusFlags & SOLDIER_DRIVER )
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//{
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// SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( MercPtrs[ ubSoldierID ]->iVehicleId );
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// SOLDIERTYPE *pVehicle = GetSoldierStructureForVehicle( ubSoldierID->iVehicleId );
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// HandleLocateSelectMerc( pVehicle->ubID, 0 );
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//}
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//else
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@@ -6753,12 +6758,12 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (iReason == MSYS_CALLBACK_REASON_RBUTTON_UP )
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{
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if ( !AM_A_ROBOT( MercPtrs[ ubSoldierID ] ) )
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if ( !AM_A_ROBOT( ubSoldierID ) )
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{
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usOldHandItem = MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem;
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//SwapOutHandItem( MercPtrs[ ubSoldierID ] );
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SwapHandItems( MercPtrs[ ubSoldierID ] );
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MercPtrs[ ubSoldierID ]->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem );
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usOldHandItem = ubSoldierID->inv[HANDPOS].usItem;
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//SwapOutHandItem( ubSoldierID );
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SwapHandItems( ubSoldierID );
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ubSoldierID->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, ubSoldierID->inv[HANDPOS].usItem );
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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@@ -6767,7 +6772,8 @@ void TMClickFirstHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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{
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UINT16 ubID, ubSoldierID;
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UINT16 ubID;
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SoldierID ubSoldierID;
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UINT16 usOldHandItem;
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ubID = (UINT16) MSYS_GetRegionUserData( pRegion, 0 );
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@@ -6783,28 +6789,28 @@ void TMClickSecondHandInvCallback( MOUSE_REGION * pRegion, INT32 iReason )
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if (iReason == MSYS_CALLBACK_REASON_LBUTTON_UP )
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{
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if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
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if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
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{
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ExitVehicle( MercPtrs[ ubSoldierID ] );
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ExitVehicle( ubSoldierID );
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}
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else if (UsingNewInventorySystem() && !AM_A_ROBOT(MercPtrs[ubSoldierID]))
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else if (UsingNewInventorySystem() && !AM_A_ROBOT(ubSoldierID))
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{
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MercPtrs[ubSoldierID]->SwitchWeapons();
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ubSoldierID->SwitchWeapons();
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}
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}
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if (iReason == MSYS_CALLBACK_REASON_RBUTTON_UP )
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{
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if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
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if ( ubSoldierID->flags.uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
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{
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}
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else
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{
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if ( !AM_A_ROBOT( MercPtrs[ ubSoldierID ] ) )
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if ( !AM_A_ROBOT( ubSoldierID ) )
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{
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usOldHandItem = MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem;
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SwapHandItems( MercPtrs[ ubSoldierID ] );
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MercPtrs[ ubSoldierID ]->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, MercPtrs[ ubSoldierID ]->inv[HANDPOS].usItem );
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usOldHandItem = ubSoldierID->inv[HANDPOS].usItem;
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SwapHandItems( ubSoldierID );
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ubSoldierID->ReLoadSoldierAnimationDueToHandItemChange( usOldHandItem, ubSoldierID->inv[HANDPOS].usItem );
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fInterfacePanelDirty = DIRTYLEVEL2;
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}
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}
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@@ -6831,7 +6837,7 @@ BOOLEAN PlayerExistsInSlot( SoldierID ubID )
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}
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INT8 GetTeamSlotFromPlayerID( UINT16 ubID )
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INT8 GetTeamSlotFromPlayerID( SoldierID ubID )
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{
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INT8 cnt;
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@@ -6850,7 +6856,7 @@ INT8 GetTeamSlotFromPlayerID( UINT16 ubID )
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}
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BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID )
|
||||
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( SoldierID ubMercID )
|
||||
{
|
||||
INT32 cnt;
|
||||
|
||||
@@ -6954,7 +6960,7 @@ BOOLEAN InitTEAMSlots( )
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT16 * pubID )
|
||||
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, SoldierID * pubID )
|
||||
{
|
||||
if ( ubPanelSlot >= gGameOptions.ubSquadSize )
|
||||
{
|
||||
@@ -6992,14 +6998,14 @@ BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubPanelSlot )
|
||||
|
||||
if ( gTeamPanel[ ubPanelSlot ].fOccupied )
|
||||
{
|
||||
if ( !( MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->flags.uiStatusFlags & SOLDIER_DEAD ) )
|
||||
if ( !( gTeamPanel[ ubPanelSlot ].ubID->flags.uiStatusFlags & SOLDIER_DEAD ) )
|
||||
{
|
||||
// Set Id to close
|
||||
MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->flags.fUICloseMerc = TRUE;
|
||||
gTeamPanel[ ubPanelSlot ].ubID->flags.fUICloseMerc = TRUE;
|
||||
}
|
||||
|
||||
// Set face to inactive...
|
||||
SetAutoFaceInActive( MercPtrs[ gTeamPanel[ ubPanelSlot ].ubID ]->iFaceIndex );
|
||||
SetAutoFaceInActive( gTeamPanel[ ubPanelSlot ].ubID->iFaceIndex );
|
||||
|
||||
|
||||
gTeamPanel[ ubPanelSlot ].fOccupied = FALSE;
|
||||
@@ -7132,7 +7138,7 @@ void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj )
|
||||
}
|
||||
}
|
||||
|
||||
UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
|
||||
SoldierID FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs )
|
||||
{
|
||||
INT32 cnt;
|
||||
INT32 bFirstID;
|
||||
@@ -7151,7 +7157,7 @@ UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLif
|
||||
if ( gTeamPanel[ cnt ].fOccupied )
|
||||
{
|
||||
// Set Id to close
|
||||
pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
|
||||
pTeamSoldier = gTeamPanel[ cnt ].ubID;
|
||||
|
||||
if ( fOnlyRegularMercs )
|
||||
{
|
||||
@@ -7211,7 +7217,7 @@ UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLif
|
||||
{
|
||||
if ( gTeamPanel[ cnt ].fOccupied )
|
||||
{
|
||||
pTeamSoldier = MercPtrs[ gTeamPanel[ cnt ].ubID ];
|
||||
pTeamSoldier = gTeamPanel[ cnt ].ubID;
|
||||
|
||||
if ( fOnlyRegularMercs )
|
||||
{
|
||||
|
||||
@@ -85,10 +85,10 @@ void UpdateSMPanel( );
|
||||
BOOLEAN InitTEAMSlots( );
|
||||
void AddPlayerToInterfaceTeamSlot( SoldierID ubID );
|
||||
BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubID );
|
||||
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT16 * pubID );
|
||||
BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, SoldierID * pubID );
|
||||
void RemoveAllPlayersFromSlot( );
|
||||
BOOLEAN PlayerExistsInSlot( SoldierID ubID );
|
||||
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT16 ubMercID );
|
||||
BOOLEAN RemovePlayerFromTeamSlotGivenMercID( SoldierID ubMercID );
|
||||
void CheckForAndAddMercToTeamPanel( SOLDIERTYPE *pSoldier );
|
||||
void CleanUpStack( OBJECTTYPE * pObj, OBJECTTYPE * pCursorObj );
|
||||
|
||||
@@ -149,7 +149,7 @@ void GoToMapScreenFromTactical( void );
|
||||
|
||||
void FinishAnySkullPanelAnimations( );
|
||||
|
||||
UINT16 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
|
||||
SoldierID FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
|
||||
|
||||
// CHRISL: New callback functions for backpack buttons
|
||||
BOOLEAN ChangeDropPackStatus(SOLDIERTYPE *pSoldier, BOOLEAN newStatus);
|
||||
|
||||
@@ -125,7 +125,7 @@ bool IsSlotASmallPocket(int slot)
|
||||
return false;
|
||||
}
|
||||
|
||||
void CreateLBE (OBJECTTYPE* pObj, UINT16 ubID, int numSubPockets)
|
||||
void CreateLBE (OBJECTTYPE* pObj, SoldierID ubID, int numSubPockets)
|
||||
{
|
||||
int uniqueID;
|
||||
LBENODE* pLBE = NULL;
|
||||
|
||||
@@ -247,7 +247,7 @@ public:
|
||||
|
||||
UINT32 lbeClass;
|
||||
UINT16 lbeIndex;
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
BOOLEAN ZipperFlag;
|
||||
int uniqueID;
|
||||
UINT32 uiNodeChecksum;
|
||||
@@ -259,7 +259,7 @@ public:
|
||||
#define SIZEOF_LBENODE_POD (offsetof(LBENODE, endOfPOD))
|
||||
bool checkLBEArrayIntegrity(bool verbose=false); // BOB: checks all worldItems for missing LBE info
|
||||
|
||||
void CreateLBE(OBJECTTYPE* pObj, UINT16 ubID, int numSubPockets);
|
||||
void CreateLBE(OBJECTTYPE* pObj, SoldierID ubID, int numSubPockets);
|
||||
bool DestroyLBEIfEmpty(OBJECTTYPE* pObj, int stackIndex = 0);
|
||||
void DestroyLBE(OBJECTTYPE* pObj, int stackIndex = 0);
|
||||
void GetLBESlots(UINT32 LBEType, std::vector<INT8>& LBESlots);
|
||||
|
||||
@@ -284,7 +284,7 @@ void ItemCreationCallBack( UINT8 ubResult );
|
||||
void CheatCreateItem();
|
||||
// silversurfer: added for merc portrait swapping in tactical
|
||||
void SwapMercPortraits ( SOLDIERTYPE *pSoldier, INT8 bDirection );
|
||||
extern INT8 GetTeamSlotFromPlayerID( UINT16 ubID );
|
||||
extern INT8 GetTeamSlotFromPlayerID( SoldierID ubID );
|
||||
extern FACETYPE *gpCurrentTalkingFace;
|
||||
|
||||
// Flugente: toggle display of enemy role indicators
|
||||
@@ -6257,7 +6257,7 @@ void ChangeCurrentSquad( INT32 iSquad )
|
||||
|
||||
void HandleSelectMercSlot( UINT8 ubPanelSlot, INT8 bCode )
|
||||
{
|
||||
UINT16 ubID;
|
||||
SoldierID ubID;
|
||||
|
||||
if ( GetPlayerIDFromInterfaceTeamSlot( ubPanelSlot, &ubID ) )
|
||||
{
|
||||
|
||||
+12
-12
@@ -1420,7 +1420,7 @@ UINT8 HandleNonActivatedTargetCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos , BO
|
||||
}
|
||||
|
||||
|
||||
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
|
||||
void DetermineCursorBodyLocation( SoldierID ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc )
|
||||
{
|
||||
INT32 usMapPos;
|
||||
SOLDIERTYPE *pTargetSoldier = NULL, *pSoldier;
|
||||
@@ -1429,7 +1429,7 @@ void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN
|
||||
BOOLEAN fOnGuy = FALSE;
|
||||
LEVELNODE *pNode;
|
||||
|
||||
pSoldier = MercPtrs[ ubSoldierID ];
|
||||
pSoldier = ubSoldierID;
|
||||
|
||||
if ( gTacticalStatus.ubAttackBusyCount > 0 )
|
||||
{
|
||||
@@ -2263,10 +2263,10 @@ UINT8 HandleBloodbagCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActiv
|
||||
if ( HasItemFlag( ( &( pSoldier->inv[HANDPOS] ) )->usItem, EMPTY_BLOOD_BAG ) )
|
||||
{
|
||||
// is there a person here?
|
||||
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
if ( usSoldierIndex != NOBODY )
|
||||
{
|
||||
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->IsValidBloodDonor() )
|
||||
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->IsValidBloodDonor() )
|
||||
return BLOODBAG_GREY_UICURSOR;
|
||||
}
|
||||
}
|
||||
@@ -2298,10 +2298,10 @@ UINT8 HandleSplintCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, BOOLEAN fActivat
|
||||
}
|
||||
|
||||
// is there a person here?
|
||||
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
if ( usSoldierIndex != NOBODY )
|
||||
{
|
||||
if ( usSoldierIndex != pSoldier->ubID && MercPtrs[usSoldierIndex]->CanReceiveSplint() )
|
||||
if ( usSoldierIndex != pSoldier->ubID && usSoldierIndex->CanReceiveSplint() )
|
||||
return SPLINT_GREY_UICURSOR;
|
||||
}
|
||||
}
|
||||
@@ -2384,8 +2384,8 @@ UINT8 HandleHandcuffCursor( SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
|
||||
if ( HasItemFlag( (&(pSoldier->inv[HANDPOS]))->usItem, HANDCUFFS ) )
|
||||
{
|
||||
// is there a person here?
|
||||
UINT16 usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
if (usSoldierIndex != NOBODY && MercPtrs[usSoldierIndex] && MercPtrs[usSoldierIndex]->bVisible >= 0 && MercPtrs[usSoldierIndex]->CanBeCaptured())
|
||||
SoldierID usSoldierIndex = WhoIsThere2( sGridNo, pSoldier->pathing.bLevel );
|
||||
if (usSoldierIndex != NOBODY && usSoldierIndex->bVisible >= 0 && usSoldierIndex->CanBeCaptured())
|
||||
{
|
||||
return( HANDCUFF_GREY_UICURSOR );
|
||||
}
|
||||
@@ -2406,8 +2406,8 @@ UINT8 HandleApplyItemCursor(SOLDIERTYPE *pSoldier, INT32 sGridNo, UINT32 uiCurso
|
||||
if (ItemCanBeAppliedToOthers((&(pSoldier->inv[HANDPOS]))->usItem))
|
||||
{
|
||||
// is there a person here?
|
||||
UINT16 ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
|
||||
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
|
||||
SoldierID ubPerson = WhoIsThere2(sGridNo, pSoldier->pathing.bLevel);
|
||||
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
|
||||
{
|
||||
return(APPLYITEM_GREY_UICURSOR);
|
||||
}
|
||||
@@ -3022,8 +3022,8 @@ UINT8 GetActionModeCursor( SOLDIERTYPE *pSoldier )
|
||||
if ( GetMouseMapPos( &usMapPos ) )
|
||||
{
|
||||
// is there a person here?
|
||||
UINT16 ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
|
||||
if (ubPerson != NOBODY && MercPtrs[ubPerson] && MercPtrs[ubPerson]->bVisible >= 0)
|
||||
SoldierID ubPerson = WhoIsThere2(usMapPos, pSoldier->pathing.bLevel);
|
||||
if (ubPerson != NOBODY && ubPerson->bVisible >= 0)
|
||||
{
|
||||
ubCursor = APPLYITEMCURS;
|
||||
}
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
|
||||
|
||||
UINT8 GetProperItemCursor( SoldierID ubSoldierID, UINT16 ubItemIndex, INT32 usMapPos, BOOLEAN fActivated );
|
||||
void DetermineCursorBodyLocation( UINT16 ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
|
||||
void DetermineCursorBodyLocation( SoldierID ubSoldierID, BOOLEAN fDisplay, BOOLEAN fRecalc );
|
||||
|
||||
void HandleLeftClickCursor( SOLDIERTYPE *pSoldier );
|
||||
void HandleRightClickAdjustCursor( SOLDIERTYPE *pSoldier, INT32 usMapPos );
|
||||
|
||||
@@ -610,7 +610,7 @@ void ResizeWorldItems(void)//dnl ch75 271013
|
||||
#endif
|
||||
}
|
||||
|
||||
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT16 soldierID )
|
||||
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, SoldierID soldierID )
|
||||
{
|
||||
UINT32 iItemIndex;
|
||||
INT32 iReturn;
|
||||
@@ -658,12 +658,15 @@ INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16
|
||||
{
|
||||
SOLDIERTYPE* pSoldier = NULL;
|
||||
|
||||
if (soldierID == -1)
|
||||
if (soldierID == NOBODY)
|
||||
{
|
||||
if (gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner > 1)
|
||||
{
|
||||
soldierID = gWorldItems[ iItemIndex ].object[0]->data.misc.ubBombOwner - 2; // undo the hack
|
||||
pSoldier = MercPtrs[ soldierID ];
|
||||
if ( soldierID < NOBODY )
|
||||
{
|
||||
pSoldier = soldierID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -122,7 +122,7 @@ public:
|
||||
extern std::vector<WORLDITEM> gWorldItems;//dnl ch75 261013
|
||||
extern UINT32 guiNumWorldItems;
|
||||
|
||||
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, INT16 soldierID );
|
||||
INT32 AddItemToWorld( INT32 sGridNo, OBJECTTYPE *pObject, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 bVisible, SoldierID soldierID );
|
||||
void RemoveItemFromWorld( INT32 iItemIndex );
|
||||
INT32 FindWorldItem( UINT16 usItem );
|
||||
|
||||
|
||||
Reference in New Issue
Block a user