mirror of
https://github.com/1dot13/source.git
synced 2026-07-29 13:52:17 +02:00
Mark TacticalStatusType::sSlideReason as _UNUSED
Removed from function call parameters at the same time. It was supplied to SlideTo, SlideToLocation and SoldierLocationRelativeToScreen but was never used.
This commit is contained in:
@@ -7661,7 +7661,7 @@ BOOLEAN LoadTacticalStatusFromSavedGame( HWFILE hFile )
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.Team, sizeof(gTacticalStatus.Team), sizeof(UINT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.ubCurrentTeam, sizeof(gTacticalStatus.ubCurrentTeam), sizeof(UINT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideTarget, sizeof(gTacticalStatus.sSlideTarget), sizeof(INT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason, sizeof(gTacticalStatus.sSlideReason), sizeof(INT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sSlideReason_UNUSED, sizeof(gTacticalStatus.sSlideReason_UNUSED), sizeof(INT16), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.uiTimeSinceMercAIStart, sizeof(gTacticalStatus.uiTimeSinceMercAIStart), sizeof(UINT32), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.fPanicFlags, sizeof(gTacticalStatus.fPanicFlags), sizeof(INT8), numBytesRead);
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numBytesRead = ReadFieldByField(hFile, &gTacticalStatus.sPanicTriggerGridNoUnused, sizeof(gTacticalStatus.sPanicTriggerGridNoUnused), sizeof(INT32), numBytesRead);
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@@ -977,7 +977,7 @@ void HandleDialogue( )
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, QItem.uiSpecialEventData );
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SlideToLocation( QItem.uiSpecialEventData );
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// Flugente: only set up face if we can access correctly
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if ( QItem.iFaceIndex >= 0 )
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@@ -6307,7 +6307,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag )
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// If we are currently selected, slide to location
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if ( ubID == gusSelectedSoldier )
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{
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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SlideTo(gusSelectedSoldier, SETLOCATOR);
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}
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else
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{
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@@ -6318,7 +6318,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag )
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{
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if ( ubID == gusSelectedSoldier )
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{
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR );
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SlideTo(gusSelectedSoldier, SETLOCATOR );
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}
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else
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{
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@@ -6334,7 +6334,7 @@ void HandleLocateSelectMerc( UINT16 ubID, INT8 bFlag )
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// If we are currently selected, slide to location
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if ( ubID == gusSelectedSoldier )
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{
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,DONTSETLOCATOR);
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SlideTo(gusSelectedSoldier, DONTSETLOCATOR);
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}
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else
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{
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@@ -5712,7 +5712,6 @@ void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo )
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// sGridNo here for DG compatibility
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gTacticalStatus.sSlideTarget = sGridNo;
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gTacticalStatus.sSlideReason = NOBODY;
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// Plot new path!
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gfPlotNewMovement = TRUE;
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+10
-14
@@ -3551,11 +3551,8 @@ void LocateGridNo( INT32 sGridNo )
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator)
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void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator)
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{
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INT32 cnt;
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if ( usSoldierID == NOBODY )
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{
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return;
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@@ -3563,7 +3560,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet
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if ( fSetLocator == SETANDREMOVEPREVIOUSLOCATOR )
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{
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for ( cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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for (INT32 cnt = 0; cnt < TOTAL_SOLDIERS; cnt++ )
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{
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if ( MercPtrs[ cnt ]->bActive && MercPtrs[ cnt ]->bInSector )
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{
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@@ -3592,7 +3589,7 @@ void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSet
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}
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void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo )
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void SlideToLocation( INT32 sDestGridNo )
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{
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if (TileIsOutOfBounds(sDestGridNo))
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{
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@@ -3607,7 +3604,6 @@ void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo )
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// sGridNo here for DG compatibility
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gTacticalStatus.sSlideTarget = sDestGridNo;
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gTacticalStatus.sSlideReason = usReasonID;
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// Plot new path!
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gfPlotNewMovement = TRUE;
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@@ -8014,7 +8010,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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@@ -8043,7 +8039,7 @@ void CycleThroughKnownEnemies( BOOLEAN backward )
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//LocateSoldier( pSoldier->ubID, 1 );
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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return;
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}
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else
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@@ -8100,7 +8096,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8128,7 +8124,7 @@ void CycleVisibleEnemies( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8163,7 +8159,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -8192,7 +8188,7 @@ void CycleVisibleEnemiesBackward( SOLDIERTYPE *pSrcSoldier )
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pSrcSoldier->ubLastEnemyCycledID = (UINT16)cnt;
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//ATE: Change to Slide To...
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SlideTo( 0, pSoldier->ubID, 0, SETANDREMOVEPREVIOUSLOCATOR );
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SlideTo( pSoldier->ubID, SETANDREMOVEPREVIOUSLOCATOR );
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ChangeInterfaceLevel( pSoldier->pathing.bLevel );
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return;
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@@ -9884,7 +9880,7 @@ SOLDIERTYPE *InternalReduceAttackBusyCount( )
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// Turn off item lock for locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, gTacticalStatus.usItemsSeenOnAttackGridNo );
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SlideToLocation( gTacticalStatus.usItemsSeenOnAttackGridNo );
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}
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}
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+3
-3
@@ -64,7 +64,7 @@ struct TacticalStatusType
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TacticalTeamType Team[ MAXTEAMS ];
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UINT8 ubCurrentTeam;
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INT32 sSlideTarget;
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INT16 sSlideReason;
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INT16 sSlideReason_UNUSED;
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UINT32 uiTimeSinceMercAIStart;
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INT8 fPanicFlags;
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INT32 sPanicTriggerGridNoUnused;
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@@ -233,8 +233,8 @@ void LocateGridNo( INT32 sGridNo );
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void LocateSoldier( SoldierID usID, BOOLEAN fSetLocator);
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void BeginTeamTurn( UINT8 ubTeam );
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void SlideTo(INT32 sGridNo, UINT16 usSoldierID , UINT16 usReasonID, BOOLEAN fSetLocator) ;
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void SlideToLocation( UINT16 usReasonID, INT32 sDestGridNo );
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void SlideTo(SoldierID usSoldierID, BOOLEAN fSetLocator) ;
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void SlideToLocation( INT32 sDestGridNo );
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void RebuildAllSoldierShadeTables( );
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void HandlePlayerTeamMemberDeath( SOLDIERTYPE *pSoldier );
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@@ -1436,7 +1436,7 @@ void MercLooksForCorpses( SOLDIERTYPE *pSoldier )
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BeginMultiPurposeLocator( sGridNo, pCorpse->def.bLevel, FALSE );
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// Slide to...
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SlideToLocation( 0, sGridNo );
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SlideToLocation( sGridNo );
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return;
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}
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@@ -798,7 +798,7 @@ BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier )
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BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags )
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BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, INT8 *pbDirection, UINT32 *puiScrollFlags )
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{
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INT16 sWorldX;
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INT16 sWorldY;
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@@ -40,7 +40,7 @@ BOOLEAN CycleSoldierFindStack( INT32 usMapPos );
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BOOLEAN GridNoOnScreen( INT32 sGridNo );
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BOOLEAN SoldierOnScreen( SoldierID usID );
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BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags );
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BOOLEAN SoldierLocationRelativeToScreen( INT32 sGridNo, INT8 *pbDirection, UINT32 *puiScrollFlags );
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void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY );
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void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth );
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void GetSoldierAnimOffsets( SOLDIERTYPE *pSoldier, INT16 *sOffsetX, INT16 *sOffsetY );
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@@ -225,7 +225,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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// Slide to selected guy...
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if ( gusSelectedSoldier != NOBODY )
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{
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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SlideTo(gusSelectedSoldier, SETLOCATOR);
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if ( fDoBattleSnd )
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{
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@@ -688,7 +688,7 @@ void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier )
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if (pSoldier->bVisible != -1 )
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{
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SlideTo( NOWHERE, pSoldier->ubID, NOBODY ,SETLOCATOR);
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SlideTo( pSoldier->ubID, SETLOCATOR);
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}
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if(is_client)
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@@ -961,7 +961,7 @@ void StartInterrupt( void )
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SelectSoldier( ubFirstInterrupter, TRUE, TRUE );
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// ATE; Slide to guy who got interrupted!
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SlideTo( NOWHERE, gubLastInterruptedGuy, NOBODY, SETLOCATOR);
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SlideTo( gubLastInterruptedGuy, SETLOCATOR);
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// Dirty panel interface!
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fInterfacePanelDirty = DIRTYLEVEL2;
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@@ -1329,7 +1329,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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if ( gusSelectedSoldier != NOBODY )
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{
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SlideTo( NOWHERE, gusSelectedSoldier, NOBODY ,SETLOCATOR);
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SlideTo( gusSelectedSoldier, SETLOCATOR);
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// Say ATTENTION SOUND...
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gusSelectedSoldier->DoMercBattleSound( BATTLE_SOUND_ATTN1 );
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+1
-1
@@ -765,7 +765,7 @@ void RevealRoofsAndItems(SOLDIERTYPE *pSoldier, UINT32 itemsToo, BOOLEAN fShowLo
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// Turn off item lock for locators...
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gTacticalStatus.fLockItemLocators = FALSE;
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// Slide to location!
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SlideToLocation( 0, marker );
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SlideToLocation( marker );
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}
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}
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@@ -2798,7 +2798,7 @@ if(SEE_MENT)
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{
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//SlideTo(0,pOpponent->ubID, pSoldier->ubID, SETLOCATOR);
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//rain
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SlideTo(0,pOpponent->ubID, pSoldier->ubID, SETLOCATORFAST);
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SlideTo(pOpponent->ubID, SETLOCATORFAST);
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//end rain
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}
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}
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@@ -2857,7 +2857,7 @@ void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate)
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//if (Status.stopSlidingAt == NOBODY)
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if (gTacticalStatus.uiFlags & TURNBASED && ( gTacticalStatus.uiFlags & INCOMBAT ) )
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//LocateSoldier(pSoldier->ubID,DONTSETLOCATOR);
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SlideTo(0,pSoldier->ubID, NOBODY, DONTSETLOCATOR);
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SlideTo(pSoldier->ubID, DONTSETLOCATOR);
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// follow his movement on our screen as he moves around...
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//LocateMember(ptr->guynum,DONTSETLOCATOR);
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@@ -3618,7 +3618,7 @@ void OurTeamSeesSomeone( SOLDIERTYPE * pSoldier, INT8 bNumReRevealed, INT8 bNumN
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LocateSoldier( pSoldier->ubID, SETLOCATOR );
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// Now slide to other guy....
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SlideTo( NOWHERE, gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, NOBODY ,SETLOCATOR);
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SlideTo(gTacticalStatus.ubEnemySightingOnTheirTurnEnemyID, SETLOCATOR);
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}
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@@ -4133,7 +4133,7 @@ void ScrollWorld( )
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ScrollFlags = 0;
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fDoScroll = FALSE;
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//
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if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, gTacticalStatus.sSlideReason, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) )
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if ( SoldierLocationRelativeToScreen( gTacticalStatus.sSlideTarget, &bDirection, &ScrollFlags ) && GridNoOnVisibleWorldTile( gTacticalStatus.sSlideTarget ) )
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{
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ScrollFlags = gScrollDirectionFlags[ bDirection ];
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fDoScroll = TRUE;
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