#ifndef __IMP_CONFIRM_H #define __IMP_CONFIRM_H #include "Soldier Profile.h" void EnterIMPConfirm( void ); void RenderIMPConfirm( void ); void ExitIMPConfirm( void ); void HandleIMPConfirm( void ); #define MAX_NEW_IMP_PORTRAITS NUM_PROFILES typedef struct { UINT16 uiEyeXPositions; UINT16 uiEyeYPositions; UINT16 uiMouthXPositions; UINT16 uiMouthYPositions; UINT16 uiIndex; UINT16 FaceIndex; UINT16 PortraitId; BOOLEAN bSex; INT32 iCurrentSkin; INT32 iCurrentHair; INT32 iCurrentShirt; INT32 iCurrentPants; BOOLEAN bBigBody; BOOLEAN bBadAss; } IMP_FACE_VALUES; typedef struct { BOOLEAN Enabled; UINT16 uiEyeXPositions; UINT16 uiEyeYPositions; UINT16 uiMouthXPositions; UINT16 uiMouthYPositions; UINT16 uiIndex; UINT16 FaceIndex; UINT16 PortraitId; BOOLEAN bSex; INT32 iCurrentSkin; INT32 iCurrentHair; INT32 iCurrentShirt; INT32 iCurrentPants; BOOLEAN bBigBody; BOOLEAN bBadAss; } IMP_VALUES; extern IMP_VALUES gIMPValues[NUM_PROFILES]; // Flugente: voicesets are no longer tied to a slot typedef struct { CHAR16 szVoiceSetName[20]; UINT16 voiceset; BOOLEAN bSex; BOOLEAN exists; // set upon reading the xml: this voice exists } IMP_VOICESET; extern std::vector gIMPVoice; BOOLEAN AddCharacterToPlayersTeam( void ); BOOLEAN LoadImpCharacter( STR fileName ); void WriteOutCurrentImpCharacter( INT32 iProfileId ); void WriteOutCurrentImpCharacter( INT32 iProfileId, STR fileName ); void ResetIMPCharactersEyesAndMouthOffsets( UINT8 ubMercProfileID ); BOOLEAN ImpExists ( STR fileName ); INT32 GetProfileCost( BOOLEAN aWithGearCost, BOOLEAN profileSlotAllocated ); // added by SANDRO void MakeProfileInvItemAnySlot( MERCPROFILESTRUCT *pProfile, UINT16 usItem, UINT8 ubStatus, UINT8 ubHowMany ); #endif