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Update Scheduling.cpp
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+16
-16
@@ -190,7 +190,7 @@ void ProcessTacticalSchedule( UINT8 ubScheduleID )
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}
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//Validate the existance of the soldier.
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pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
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pSoldier = pSchedule->ubSoldierID;
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if ( pSoldier->stats.bLife < OKLIFE )
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{
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// dead or dying!
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@@ -331,7 +331,7 @@ void PrepareSchedulesForEditorEntry()
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prev->next = curr->next;
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else
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gpScheduleList = gpScheduleList->next;
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MercPtrs[ curr->ubSoldierID ]->ubScheduleID = 0;
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curr->ubSoldierID->ubScheduleID = 0;
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temp = curr;
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curr = curr->next;
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MemFree( temp );
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@@ -653,11 +653,11 @@ BOOLEAN SortSchedule( SCHEDULENODE *pSchedule )
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BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
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{
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UINT16 ubID;
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SOLDIERTYPE * pSoldier; // NB this is the person already in the location,
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INT32 sNewGridNo;
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UINT8 ubDir;
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INT16 sCellX, sCellY;
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SoldierID ubID;
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SOLDIERTYPE *pSoldier; // NB this is the person already in the location,
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INT32 sNewGridNo;
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UINT8 ubDir;
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INT16 sCellX, sCellY;
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// this is for autoprocessing schedules...
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// there could be someone in the destination location, in which case
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@@ -675,7 +675,7 @@ BOOLEAN BumpAnyExistingMerc( INT32 sGridNo )
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return( TRUE );
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}
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pSoldier = MercPtrs[ ubID ];
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pSoldier = ubID;
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// what if the existing merc is prone?
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sNewGridNo = FindGridNoFromSweetSpotWithStructDataFromSoldier( pSoldier, STANDING, 5, &ubDir, 1, pSoldier );
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@@ -707,7 +707,7 @@ void AutoProcessSchedule( SCHEDULENODE *pSchedule, INT32 index )
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return;
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}
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pSoldier = MercPtrs[ pSchedule->ubSoldierID ];
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pSoldier = pSchedule->ubSoldierID;
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if (pSoldier->ubID == 0)
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{
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@@ -1381,16 +1381,16 @@ void ReplaceSleepSpot( SCHEDULENODE * pSchedule, UINT16 usNewSpot )
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void SecureSleepSpot( SOLDIERTYPE * pSoldier, UINT32 usSleepSpot )
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{
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SOLDIERTYPE * pSoldier2;
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UINT32 usSleepSpot2;
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UINT32 uiLoop;
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SCHEDULENODE * pSchedule;
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UINT8 ubDirection;
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SOLDIERTYPE *pSoldier2;
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UINT32 usSleepSpot2;
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SoldierID uiLoop;
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SCHEDULENODE *pSchedule;
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UINT8 ubDirection;
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// start after this soldier's ID so we don't duplicate work done in previous passes
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for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; uiLoop++ )
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for ( uiLoop = pSoldier->ubID + 1; uiLoop <= gTacticalStatus.Team[ CIV_TEAM ].bLastID; ++uiLoop )
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{
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pSoldier2 = MercPtrs[ uiLoop ];
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pSoldier2 = uiLoop;
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if ( pSoldier2->bActive && pSoldier2->bInSector && pSoldier2->ubScheduleID != 0 )
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{
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pSchedule = GetSchedule( pSoldier2->ubScheduleID );
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