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34 lines
1.2 KiB
C
34 lines
1.2 KiB
C
#ifndef TEAMTURNS_H
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#define TEAMTURNS_H
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#include "Soldier Control.h"
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extern UINT16 gubOutOfTurnPersons;
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extern UINT16 gubOutOfTurnOrder[MAXMERCS] ;
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extern BOOLEAN gfHiddenInterrupt;
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extern BOOLEAN gfHiddenTurnbased;
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#define INTERRUPT_QUEUED (gubOutOfTurnPersons > 0)
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extern BOOLEAN StandardInterruptConditionsMet( SOLDIERTYPE * pSoldier, UINT16 ubOpponentID, INT8 bOldOppList);
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extern INT8 CalcInterruptDuelPts( SOLDIERTYPE * pSoldier, SoldierID ubOpponentID, BOOLEAN fUseWatchSpots );
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extern void EndAITurn( void );
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extern void DisplayHiddenInterrupt( SOLDIERTYPE * pSoldier );
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extern BOOLEAN InterruptDuel( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pOpponent);
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extern void AddToIntList( UINT16 ubID, BOOLEAN fGainControl, BOOLEAN fCommunicate );
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extern void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInterruptType);
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void FreezeInterfaceForEnemyTurn( void );
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void ClearIntList( void );
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BOOLEAN SaveTeamTurnsToTheSaveGameFile( HWFILE hFile );
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BOOLEAN LoadTeamTurnsFromTheSavedGameFile( HWFILE hFile );
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void EndAllAITurns( void );
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void EndTurnEvents( void );
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BOOLEAN NPCFirstDraw( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTargetSoldier );
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#endif
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