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Convert to SoldierID
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+18
-18
@@ -388,16 +388,16 @@ typedef struct
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typedef struct
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{
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UINT16 usSoldierID;
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FLOAT dNewXPos;
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FLOAT dNewYPos;
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SoldierID usSoldierID;
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FLOAT dNewXPos;
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FLOAT dNewYPos;
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} gui_pos;
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typedef struct
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{
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UINT16 usSoldierID;
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INT16 usNewDirection;
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SoldierID usSoldierID;
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INT16 usNewDirection;
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} gui_dir;
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@@ -425,12 +425,12 @@ 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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INT8 bTeam;
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UINT16 gubOutOfTurnPersons;
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UINT16 gubOutOfTurnOrder[MAXMERCS];
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BOOLEAN fMarkInterruptOccurred;
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UINT16 Interrupted;
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SoldierID Interrupted;
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} INT_STRUCT;
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typedef struct
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@@ -486,7 +486,7 @@ typedef struct
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float dZ;
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INT32 sGridNo;
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bool bWasDud;
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UINT16 ubOwnerID;
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SoldierID ubOwnerID;
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INT32 RealObjectID; // the local ID on the initiating client
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UINT32 uiPreRandomIndex; // send out our current pre-random index
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} grenade_result;
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@@ -967,7 +967,7 @@ void send_hit( EV_S_WEAPONHIT *SWeaponHit )
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memcpy( &weaphit_struct , SWeaponHit, sizeof( EV_S_WEAPONHIT ));
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UINT16 usSoldierID=weaphit_struct.usSoldierID;
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SoldierID usSoldierID = weaphit_struct.usSoldierID;
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if(SWeaponHit->usSoldierID < 20)weaphit_struct.usSoldierID = weaphit_struct.usSoldierID+ubID_prefix;
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if(SWeaponHit->ubAttackerID < 20)weaphit_struct.ubAttackerID = weaphit_struct.ubAttackerID+ubID_prefix;
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@@ -981,9 +981,9 @@ void recieveHIT(RPCParameters *rpcParameters)
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EV_S_WEAPONHIT* SWeaponHit = (EV_S_WEAPONHIT*)rpcParameters->input;
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SOLDIERTYPE *pSoldier = MercPtrs[ SWeaponHit->usSoldierID ];
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UINT16 usSoldierID;
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UINT16 ubAttackerID;
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SOLDIERTYPE *pSoldier = SWeaponHit->usSoldierID;
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SoldierID usSoldierID;
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SoldierID ubAttackerID;
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if((SWeaponHit->usSoldierID >= ubID_prefix) && (SWeaponHit->usSoldierID < (ubID_prefix+6))) // within our netbTeam range...
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usSoldierID = (SWeaponHit->usSoldierID - ubID_prefix);
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@@ -1157,7 +1157,7 @@ void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos)
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{
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gui_pos gnPOS;
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gnPOS.usSoldierID = (pSoldier->ubID)+ubID_prefix;
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gnPOS.usSoldierID = pSoldier->ubID + ubID_prefix;
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gnPOS.dNewXPos = dNewXPos;
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gnPOS.dNewYPos = dNewYPos;
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@@ -1916,7 +1916,7 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
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memcpy(INT.gubOutOfTurnOrder, gubOutOfTurnOrder, sizeof(UINT16) * MAXMERCS);
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INT.gubOutOfTurnPersons = gubOutOfTurnPersons;
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INT.Interrupted=gusSelectedSoldier+ubID_prefix;
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INT.Interrupted = gusSelectedSoldier + ubID_prefix;
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if(INT.bTeam==0)
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{
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@@ -3030,11 +3030,11 @@ void recieveGRENADE (RPCParameters *rpcParameters)
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}
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// we send a grenade result out to the clients as it may have been a fizzer
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud)
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud)
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{
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ubOwnerID = MPEncodeSoldierID(ubOwnerID); // translate our soldier to the "network" version
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SOLDIERTYPE* pSoldier = MercPtrs[ubOwnerID];
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SOLDIERTYPE* pSoldier = ubOwnerID;
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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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@@ -3343,11 +3343,11 @@ void recieveDETONATEEXPLOSIVE (RPCParameters *rpcParameters)
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}
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}
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, UINT16 ubID)
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldItem, SoldierID ubID)
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{
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ubID = MPEncodeSoldierID(ubID);
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SOLDIERTYPE* pSoldier = MercPtrs[ubID];
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SOLDIERTYPE* pSoldier = ubID;
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if (pSoldier != NULL)
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{
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// explosive disarmed on this client, notify the other clients
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@@ -112,14 +112,14 @@ void send_interrupt(SOLDIERTYPE *pSoldier);
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// OJW - 20091002 - explosives
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void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT16 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID, bool bIsThrownGrenade);
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, SoldierID ubOwnerID, INT32 iRealObjectID, bool bIsDud);
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void send_plant_explosive (UINT16 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
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void send_detonate_explosive (UINT32 uiWorldIndex, UINT16 ubID);
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void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT16 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
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void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT16 ubOwner, INT32 iSmokeEffectID);
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void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID, INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, SoldierID ubOwner );
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void send_explosivedamage( UINT16 ubPerson, UINT16 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT16 ubID);
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, SoldierID ubID);
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void OpenChatMsgBox(void);
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@@ -211,7 +211,7 @@ extern BOOLEAN fClientReceivedAllFiles;
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// sick of confusing myself :)
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// this one should be called before passing an ID off the client
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inline UINT16 MPEncodeSoldierID( UINT16 ubID )
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inline SoldierID MPEncodeSoldierID( SoldierID ubID )
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{
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if ( ubID < 20 )
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return ubID + ubID_prefix; // soldier is ours
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