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.editorconfig already enforces it but it's getting changed piecemeal in every commit. just get it done with. the script: ``` find . -type f -not -path "./.git/*" -not -path "./.vs/*" | while read -r file; do isFile=$(file -0 "$file" | cut -d $'\0' -f2) case "$isFile" in (*text*) echo "$file is text" if [[ $(tail -c 1 "$file" | wc -l) -ne 1 ]]; then echo "" >> "$file" fi ;; (*) echo "file isn't text" ;; esac done ```
130 lines
4.2 KiB
C
130 lines
4.2 KiB
C
#ifndef __INVENTORY_CHOOSING_H
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#define __INVENTORY_CHOOSING_H
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#include "types.h"
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#include "Soldier Create.h"
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#include "Strategic Status.h"
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#define MORTAR_GRENADE_CLASS 100
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#define RPG_GRENADE_CLASS 101
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typedef struct ARMY_GUN_CHOICE_TYPE
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{
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UINT8 ubChoices; // how many valid choices there are in this category
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INT16 bItemNo[50]; // room for up to 50 choices of gun in each category
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UINT32 uiIndex;
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} ARMY_GUN_CHOICE_TYPE;
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enum
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{
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//administrator ratings (1-5)
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BAD_ADMINISTRATOR_EQUIPMENT_RATING = 1,
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POOR_ADMINISTRATOR_EQUIPMENT_RATING,
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AVERAGE_ADMINISTRATOR_EQUIPMENT_RATING,
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GOOD_ADMINISTRATOR_EQUIPMENT_RATING,
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GREAT_ADMINISTRATOR_EQUIPMENT_RATING,
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//army ratings (3-7)
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BAD_ARMY_EQUIPMENT_RATING = AVERAGE_ADMINISTRATOR_EQUIPMENT_RATING,
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POOR_ARMY_EQUIPMENT_RATING,
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AVERAGE_ARMY_EQUIPMENT_RATING,
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GOOD_ARMY_EQUIPMENT_RATING,
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GREAT_ARMY_EQUIPMENT_RATING,
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//elite ratings (5-9)
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BAD_ELITE_EQUIPMENT_RATING = AVERAGE_ARMY_EQUIPMENT_RATING,
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POOR_ELITE_EQUIPMENT_RATING,
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AVERAGE_ELITE_EQUIPMENT_RATING,
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GOOD_ELITE_EQUIPMENT_RATING,
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GREAT_ELITE_EQUIPMENT_RATING,
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// militia ratings (1-5)
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BAD_MILITIA_EQUIPMENT_RATING = BAD_ADMINISTRATOR_EQUIPMENT_RATING,
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POOR_MILITIA_EQUIPMENT_RATING,
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AVERAGE_MILITIA_EQUIPMENT_RATING,
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GOOD_MILITIA_EQUIPMENT_RATING,
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GREAT_MILITIA_EQUIPMENT_RATING,
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};
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#define MIN_EQUIPMENT_CLASS 1
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#define MAX_EQUIPMENT_CLASS 11
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// Selects at the start of the game the set of guns the Queen's army will use during this game
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void InitArmyGunTypes(void);
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//Chooses equipment based on the equipment level (1-11) with best being 11. It allocates a range
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//of equipment to choose from.
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void GenerateRandomEquipment( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass, INT8 bEquipmentRating);
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void ChooseWeaponForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bWeaponClass, INT8 bAmmoClips, INT8 bAttachClass, BOOLEAN fAttachment );
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void ChooseGrenadesForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bGrenades, INT8 bGrenadeClass, BOOLEAN fGrenadeLauncher );
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void ChooseArmourForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bHelmetClass, INT8 bVestClass, INT8 bLeggingsClass );
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void ChooseSpecialWeaponsForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, INT8 bKnifeClass, BOOLEAN fGrenadeLauncher, BOOLEAN fLAW, BOOLEAN fMortar, BOOLEAN fRPG );
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void ChooseFaceGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp );
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void ChooseLocationSpecificGearForSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp );
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BOOLEAN PlaceObjectInSoldierCreateStruct( SOLDIERCREATE_STRUCT *pp, OBJECTTYPE *pObject );
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void AssignCreatureInventory( SOLDIERTYPE *pSoldier );
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void ReplaceExtendedGuns( SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
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UINT16 SelectStandardArmyGun( UINT8 uiGunLevel, INT8 bSoldierClass );
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INT8 GetWeaponClass( UINT16 usGun );
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void MarkAllWeaponsOfSameGunClassAsDropped( UINT16 usWeapon );
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void ResetMortarsOnTeamCount( void );
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// Flugente: created separate gun choices for different soldier classes
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extern ARMY_GUN_CHOICE_TYPE gExtendedArmyGunChoices[SOLDIER_GUN_CHOICE_SELECTIONS][ARMY_GUN_LEVELS];
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// Headrock: Added LBE enumeration
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enum
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{
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HELMET = 0,
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VEST,
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LEGS,
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GRENADE,
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KIT,
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BOMB,
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MISCITEMS,
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GRENADELAUNCHER,
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SINGLESHOTROCKETLAUNCHER,
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ROCKETLAUNCHER,
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MORTARLAUNCHER,
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ARMOURATTACHMENT,
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GASMASKS,
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NVGLOW,
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NVGHIGH,
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HEARINGAIDS,
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SCOPE,
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ATTACHMENTS,
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KNIVES,
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ENEMYAMMOTYPES,
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LBE,
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MAX_ITEM_TYPES
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};
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// Flugente: created separate gun choices for different soldier classes
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extern ARMY_GUN_CHOICE_TYPE gArmyItemChoices[SOLDIER_GUN_CHOICE_SELECTIONS][MAX_ITEM_TYPES];
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////////////////// Flugente: militia equipment feature ///////////////////////////////////
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// move one set of militia equipment between sectors
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void MoveOneMilitiaEquipmentSet(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX, INT16 sTargetY, INT8 bSoldierClass);
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// move a number of militia equipment sets between sectors
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void MoveMilitiaEquipment(INT16 sSourceX, INT16 sSourceY, INT16 sTargetX, INT16 sTargetY, UINT16 usElites, UINT16 usRegulars, UINT16 usGreens);
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// take militia items from sector
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void TakeMilitiaEquipmentfromSector( INT16 sMapX, INT16 sMapY, INT8 sMapZ, SOLDIERCREATE_STRUCT *pp, INT8 bSoldierClass );
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#endif
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