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https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Convert to SoldierID
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@@ -3548,7 +3548,7 @@ void DegradeNewlyAddedItems( )
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// GET SOLDIER
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if ( gTeamPanel[ cnt2 ].fOccupied )
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{
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pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ];
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pSoldier = gTeamPanel[ cnt2 ].ubID;
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UINT32 invsize = pSoldier->inv.size();
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for ( UINT32 cnt = 0; cnt < invsize; ++cnt )
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@@ -4434,7 +4434,7 @@ void INVRenderSteeringWheel( UINT32 uiBuffer, UINT32 uiSteeringWheelIndex, SOLDI
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return;
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}
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pVehicle = GetSoldierStructureForVehicle ( MercPtrs[ pSoldier->ubID ]->iVehicleId );
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pVehicle = GetSoldierStructureForVehicle ( pSoldier->ubID->iVehicleId );
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if ( pVehicle == NULL )
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{
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@@ -8796,11 +8796,11 @@ void DrawItemTileCursor( )
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/*CHRISL: For some reason it's possible that gpItemPointerSoldier is not correctly set when we come into this function, but we require it to be set for
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this function to work. So for now, let's set it using gusUIFullTargetID.*/
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if(gpItemPointerSoldier->exists() == false)
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gpItemPointerSoldier = MercPtrs[ gusUIFullTargetID ];
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gpItemPointerSoldier = gusUIFullTargetID;
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if ( gfUIFullTargetFound )
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{
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// Force mouse position to guy...
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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}
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gusCurMousePos = usMapPos;
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@@ -8871,7 +8871,7 @@ void DrawItemTileCursor( )
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if ( gfUIFullTargetFound )
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{
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// Get soldier
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pSoldier = MercPtrs[ gusUIFullTargetID ];
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pSoldier = gusUIFullTargetID;
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// Are they on our team?
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// ATE: Can't be an EPC
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@@ -8881,7 +8881,7 @@ void DrawItemTileCursor( )
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{
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// OK, on a valid pass
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gfUIMouseOnValidCatcher = 4;
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gubUIValidCatcherID = gusUIFullTargetID;
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gubUIValidCatcherID = gusUIFullTargetID;
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}
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else
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{
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@@ -8890,7 +8890,7 @@ void DrawItemTileCursor( )
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{
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// OK, set global that this buddy can see catch...
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gfUIMouseOnValidCatcher = TRUE;
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gubUIValidCatcherID = gusUIFullTargetID;
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gubUIValidCatcherID = gusUIFullTargetID;
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}
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}
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}
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@@ -8927,7 +8927,7 @@ void DrawItemTileCursor( )
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gubUIValidCatcherID = gusUIFullTargetID;
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// If this is a robot, change to say 'reload'
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if ( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
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if ( gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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gfUIMouseOnValidCatcher = 3;
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}
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@@ -8947,9 +8947,9 @@ void DrawItemTileCursor( )
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// Get AP cost
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if ( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_ROBOT )
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if ( gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_ROBOT )
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{
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sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ gusUIFullTargetID ] );
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sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, gusUIFullTargetID );
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}
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else
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{
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@@ -9011,7 +9011,7 @@ void DrawItemTileCursor( )
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{
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if ( gfUIMouseOnValidCatcher )
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{
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switch( gAnimControl[ MercPtrs[ gubUIValidCatcherID ]->usAnimState ].ubHeight )
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switch( gAnimControl[ gubUIValidCatcherID->usAnimState ].ubHeight )
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{
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case ANIM_STAND:
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@@ -9029,7 +9029,7 @@ void DrawItemTileCursor( )
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break;
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}
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if ( MercPtrs[ gubUIValidCatcherID ]->pathing.bLevel > 0 )
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if ( gubUIValidCatcherID->pathing.bLevel > 0 )
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{
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sEndZ = 0;
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}
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@@ -9135,9 +9135,9 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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if ( gfUIFullTargetFound )
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{
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// Force mouse position to guy...
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usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
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usMapPos = gusUIFullTargetID->sGridNo;
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if ( gAnimControl[ MercPtrs[ gusUIFullTargetID ]->usAnimState ].uiFlags & ANIM_MOVING )
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if ( gAnimControl[ gusUIFullTargetID->usAnimState ].uiFlags & ANIM_MOVING )
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{
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return( FALSE );
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}
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@@ -9380,14 +9380,14 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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sGridNo = usMapPos;
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// Kaiden: Vehicle Inventory change - Commented the following If test:
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//if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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//if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && gusUIFullTargetID->bTeam == gbPlayerNum && !AM_AN_EPC( gusUIFullTargetID ) && !( gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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// And added this one instead:
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if ( ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) ) && !( (!gGameExternalOptions.fVehicleInventory) && (MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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if ( ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && gusUIFullTargetID->bTeam == gbPlayerNum && !AM_AN_EPC( gusUIFullTargetID ) ) && !( (!gGameExternalOptions.fVehicleInventory) && (gusUIFullTargetID->flags.uiStatusFlags & SOLDIER_VEHICLE) ) )
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{
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// OK, do the transfer...
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{
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pSoldier = MercPtrs[ gusUIFullTargetID ];
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pSoldier = gusUIFullTargetID;
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{
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// Change to inventory....
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@@ -9489,7 +9489,7 @@ BOOLEAN HandleItemPointerClick( INT32 usMapPos )
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// IF OVER OUR GUY...
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if ( gfUIFullTargetFound )
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{
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pSoldier = MercPtrs[ gusUIFullTargetID ];
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pSoldier = gusUIFullTargetID;
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// Kaiden: Vehicle Inventory change - Commented the following If Test:
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//if ( pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
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@@ -11483,9 +11483,9 @@ void RenderItemPickupMenu( )
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Item[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].object.usItem].usItemClass == IC_LBEGEAR &&
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LoadBearingEquipment[Item[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].object.usItem].ubClassIndex].lbeClass == BACKPACK &&
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gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID != NOBODY &&
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MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID])
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gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID)
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//swprintf(pStr, L"%s (%s)", ShortItemNames[pObject->usItem], MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID]->GetName());
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swprintf(pStr, L"(%s)", MercPtrs[gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID]->GetName());
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swprintf(pStr, L"(%s)", gWorldItems[gItemPickupMenu.ItemPoolSlots[cnt]->iItemIndex].soldierID->GetName());
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else
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swprintf( pStr, L"%s", ShortItemNames[ pObject->usItem ] );
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}
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@@ -12757,7 +12757,7 @@ BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile )
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}
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else
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{
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gpItemPointerSoldier = MercPtrs[ SaveStruct.ubSoldierID ];
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gpItemPointerSoldier = SaveStruct.ubSoldierID;
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}
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// Inv slot
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