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Convert to SoldierID
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+15
-13
@@ -176,7 +176,7 @@ INT16 sVehicleInternalOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES ][ NUMBER_OF_
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// set the driver of the vehicle
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void SetDriver( INT32 iID, UINT16 ubID );
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void SetDriver( INT32 iID, SoldierID ubID );
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//void RemoveSoldierFromVehicleBetweenSectors( pSoldier, iId );
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@@ -1556,7 +1556,7 @@ SOLDIERTYPE *GetDriver( INT32 iID )
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INT32 iCounter;
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if( pVehicleList[ iID ].ubDriver != NOBODY )
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{
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return( MercPtrs[ pVehicleList[ iID ].ubDriver ] );
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return( pVehicleList[ iID ].ubDriver );
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}
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else
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{
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@@ -1573,25 +1573,27 @@ SOLDIERTYPE *GetDriver( INT32 iID )
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}
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void SetDriver( INT32 iID, UINT16 ubID )
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void SetDriver( INT32 iID, SoldierID ubID )
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{
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// anv: first make sure previous driver won't be driver anymore
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if( pVehicleList[ iID ].ubDriver != NOBODY && MercPtrs[ pVehicleList[ iID ].ubDriver ]->iVehicleId == iID )
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SOLDIERTYPE* prevDriver = pVehicleList[iID].ubDriver;
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if( prevDriver != NOBODY && prevDriver->iVehicleId == iID )
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{
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if( MercPtrs[ pVehicleList[ iID ].ubDriver ] )
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if( prevDriver )
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{
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MercPtrs[ pVehicleList[ iID ].ubDriver ]->flags.uiStatusFlags &= ~(SOLDIER_DRIVER);
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if( GetSeatIndexFromSoldier( MercPtrs[ pVehicleList[ iID ].ubDriver ] ) != (-1) )
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prevDriver->flags.uiStatusFlags &= ~(SOLDIER_DRIVER);
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if( GetSeatIndexFromSoldier( prevDriver ) != (-1) )
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{
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MercPtrs[ pVehicleList[ iID ].ubDriver ]->flags.uiStatusFlags |= SOLDIER_PASSENGER;
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prevDriver->flags.uiStatusFlags |= SOLDIER_PASSENGER;
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}
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}
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}
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// set proper flags
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if( ubID != NOBODY )
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{
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MercPtrs[ ubID ]->flags.uiStatusFlags |= SOLDIER_DRIVER;
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MercPtrs[ ubID ]->flags.uiStatusFlags &= ~(SOLDIER_PASSENGER);
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ubID->flags.uiStatusFlags |= SOLDIER_DRIVER;
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ubID->flags.uiStatusFlags &= ~(SOLDIER_PASSENGER);
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}
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pVehicleList[ iID ].ubDriver = ubID;
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}
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@@ -1821,7 +1823,7 @@ BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier )
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}
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else
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{
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UINT16 usTempSelectedSoldier = gusSelectedSoldier;
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SoldierID usTempSelectedSoldier = gusSelectedSoldier;
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SetCurrentSquad( CurrentSquad(), TRUE );
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@@ -1984,7 +1986,7 @@ void AddPassangersToTeamPanel( INT32 iId )
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}
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo, UINT16 ubAttackerID )
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo, SoldierID ubAttackerID )
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{
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if ( ubReason != TAKE_DAMAGE_GAS_FIRE && ubReason != TAKE_DAMAGE_GAS_NOTFIRE )
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{
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@@ -2013,7 +2015,7 @@ void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo
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}
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT16 ubAttackerID )
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, SoldierID ubAttackerID )
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{
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// check state the armor was s'posed to be in vs. the current state..the difference / orig state is % chance
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// that a critical hit will occur
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