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Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP A detailed list of all the features (changes) is visible in the history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on! This commit contains the following features (bugfixes are not listed): - New Feature: Show merc ranks in Strategy Screen before merc name o Toggle on/off in the ingame options screen o For each experience level (0-10) there are defined rank names in the language specific text files o Additional language text that is not translated yet is marked with // TODO.Translate - New Feature: Faster Bobby Ray Shipments o This feature is selectable in the ja2_options.ini o When activated Bobby Ray shipments will be really fast -> Overnight Express: 5 - 7 hours -> Air Service: 10, 12 or 14 hours -> Standard Service: 15, 18 or 21 hours o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector) - New Feature: AP cost for manipulating the merc inventory o This feature is selectable in the start new game screen o For example, putting a weapon from hand in the backpack costs APs o The AP costs are defined in the APBPConstants.ini o In a multiplayer game, this feature is disabled - New Feature: Added possibility to set individual Gear Kit names o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml) - New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100) o Nice scrolling bars to scroll through all the purchases - New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0) - New Feature: Externalized AIM Veterans laptop site o Add maximum of 4 pages o Add new AIM to veterans page, and remove AIM from veterans page. o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml) - New Feature: Added possibility to choose from 254 IMP faces o Modified IMPPortraits.xml o Added new GameDir folder "IMPFaces" which contains the IMP face portraits o Moved IMP faces in the new "IMPFaces" folder - New Feature: ARSP - All Resolution Support Project o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1 o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics o See ja2.ini for defining the screen resolution - New Feature: AI Turn Speed Up (FF-MOD) o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699 o When this feature is activated it allows fast enemy turns o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE o Turn on/off auto fast turns in ingame options o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block - New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :) o Whenever you toggle on/off a screen message appears on the tactical log to notify the player - New Feature: Weapon overheating o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently o On/off toggle in the ingame options o Graphical thermometer indication on the weapon picture o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings] o XML changes (New Tags) --> AmmoTypes.xml: <temperatureModificator> --> Items.xml: <barrel>, <usOverheatingCooldownFactor> --> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature> o Added a few barells to Items.xml (end of the file) o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1 - New Feature: Resting weapons on a surfaces o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position. o A little 'A' on your gun indicates if you are resting it or not. o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings' - New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED o This ini setting does not affect leaving sectors on map edges - Rework/Update: Ammo boxes and Ammo crates o Ammo crate items added for remaining calibers. Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less). o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well. Only possible outside of combat. o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press. o Shift-A now creates ammo boxes in the same loop. They mostly behave like crates, but fit in mercs inventories. o Ammo boxes are available to purchase at BR and tony, sam, etc. Individual magazines/drums/etc are no longer available. o Removed ammo crate xml tag. Added ubMagType tag to Magazines array. This allows us to differentiate between magazines, bullets, boxes and crates. o Changed ammo filtering in BR's to display boxes appropriately. Added back the "Mag:" display (changed text to "Size:") o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file). o Added P4-P9Items image files (up to 5k images each) and tileslots. 1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future. P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items. TODO: Need to discuss a strategy for this in the forums. o Added in Ambient/0.bad and 32.bad to avoid an exception in the code. o Updated the XML Editor o Standardized the text on all the ammo items. - New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game o You will also see enemies, that your teammate sees git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
280 lines
7.2 KiB
C++
280 lines
7.2 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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#include "Game Clock.h"
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#include "Font Control.h"
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#include "render dirty.h"
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#include "Timer Control.h"
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#include "overhead.h"
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#include "environment.h"
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#include "Game Clock.h"
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#include "message.h"
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#include "worlddef.h"
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#include "rotting corpses.h"
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#include "soldier create.h"
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#include "soldier add.h"
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#include "strategic turns.h"
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#include "isometric utils.h"
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#include "animation data.h"
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#include "animation control.h"
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#include "Tactical Turns.h"
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#include "points.h"
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#include "smell.h"
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#include "opplist.h"
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#include "Queen Command.h"
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#include "dialogue control.h"
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#include "smokeeffects.h"
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#include "lighteffects.h"
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#include "campaign.h"
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#include "Soldier macros.h"
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#include "strategicmap.h"
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#include "Random.h"
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#include "Explosion Control.h"
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#endif
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#include "Reinforcement.h"
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extern void DecayPublicOpplist( INT8 bTeam );
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//not in overhead.h!
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extern UINT8 NumEnemyInSector();
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#ifdef JA2UB
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//no uB
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#else
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void HandleRPCDescription( )
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{
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// WDS - make number of mercenaries, etc. be configurable
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std::vector<UINT8> ubMercsInSector (CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS, 0);
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// UINT8 ubMercsInSector[ CODE_MAXIMUM_NUMBER_OF_PLAYER_SLOTS ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt2;
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BOOLEAN fSAMSite = FALSE;
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if ( !gTacticalStatus.fCountingDownForGuideDescription )
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{
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return;
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}
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// ATE: postpone if we are not in tactical
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if ( guiCurrentScreen != GAME_SCREEN )
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{
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return;
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}
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if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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return;
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}
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// Are we a SAM site?
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if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
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gTacticalStatus.ubGuideDescriptionToUse == 30 ||
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gTacticalStatus.ubGuideDescriptionToUse == 32 ||
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gTacticalStatus.ubGuideDescriptionToUse == 25 ||
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gTacticalStatus.ubGuideDescriptionToUse == 31 )
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{
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fSAMSite = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = 1;
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}
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// ATE; Don't do in combat
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) && !fSAMSite )
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{
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return;
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}
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// Don't do if enemy in sector
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if ( NumEnemyInSector( ) && !fSAMSite )
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{
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return;
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}
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gTacticalStatus.bGuideDescriptionCountDown--;
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if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
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{
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gTacticalStatus.fCountingDownForGuideDescription = FALSE;
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// OK, count how many rpc guys we have....
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// set up soldier ptr as first element in mercptrs list
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cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
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{
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// Add guy if he's a candidate...
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if ( RPC_RECRUITED( pTeamSoldier ) )
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{
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if ( pTeamSoldier->stats.bLife >= OKLIFE && pTeamSoldier->bActive &&
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pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
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pTeamSoldier->bSectorZ == gbWorldSectorZ &&
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!pTeamSoldier->flags.fBetweenSectors )
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{
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if ( pTeamSoldier->ubProfile == IRA ||
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pTeamSoldier->ubProfile == MIGUEL ||
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pTeamSoldier->ubProfile == CARLOS ||
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pTeamSoldier->ubProfile == DIMITRI )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt2;
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ubNumMercs++;
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}
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}
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}
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}
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
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}
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}
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}
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#endif
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void HandleTacticalEndTurn( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT32 uiTime;
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static UINT32 uiTimeSinceLastStrategicUpdate = 0;
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// OK, Do a number of things here....
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// Every few turns......
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SetFastForwardMode(FALSE); // Cancel FF at end of battle
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// Get time elasped
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uiTime = GetWorldTotalSeconds( );
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if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
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{
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HandleRottingCorpses( );
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//DecayTacticalMoraleModifiers();
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uiTimeSinceLastStrategicUpdate = uiTime;
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}
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DecayBombTimers( );
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DecaySmokeEffects( uiTime );
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DecayLightEffects( uiTime );
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// Decay smells
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//DecaySmells();
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// Decay blood
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DecayBloodAndSmells( uiTime );
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// decay AI warning values from corpses
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DecayRottingCorpseAIWarnings();
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//Check for enemy pooling (add enemies if there happens to be more than the max in the
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//current battle. If one or more slots have freed up, we can add them now.
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AddPossiblePendingEnemiesToBattle();
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AddPossiblePendingMilitiaToBattle();
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// Loop through each active team and decay public opplist...
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// May want this done every few times too
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NonCombatDecayPublicOpplist( uiTime );
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/*
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for( cnt = 0; cnt < MAXTEAMS; cnt++ )
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{
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if ( gTacticalStatus.Team[ cnt ].bMenInSector > 0 )
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{
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// decay team's public opplist
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DecayPublicOpplist( (INT8)cnt );
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}
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}
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*/
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// First pass:
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// Loop through our own mercs:
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// Check things like ( even if not in our sector )
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// 1 ) All updates of breath, shock, bleeding, etc
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// 2 ) Updating First AID, etc
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// ( If in our sector: )
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// 3 ) Update things like decayed opplist, etc
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// Second pass:
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// Loop through all mercs in tactical engine
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// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
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// First exit if we are not in realtime combat or realtime noncombat
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if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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BeginLoggingForBleedMeToos( TRUE );
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive && pSoldier->stats.bLife > 0 && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
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{
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// Handle everything from getting breath back, to bleeding, etc
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pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
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// Handle Player services
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HandlePlayerServices( pSoldier );
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// if time is up, turn off xray
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if ( pSoldier->uiXRayActivatedTime && uiTime > pSoldier->uiXRayActivatedTime + XRAY_TIME )
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{
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TurnOffXRayEffects( pSoldier );
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}
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// Handle stat changes if ness.
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//if ( fCheckStats )
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//{
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//// UpdateStats( pSoldier );
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//}
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}
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}
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BeginLoggingForBleedMeToos( FALSE );
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// OK, loop through the mercs to perform 'end turn' events on each...
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// We're looping through only mercs in tactical engine, ignoring our mercs
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// because they were done earilier...
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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{
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pSoldier = MercSlots[ cnt ];
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if ( pSoldier != NULL )
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{
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if ( pSoldier->bTeam != gbPlayerNum )
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{
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// Handle everything from getting breath back, to bleeding, etc
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pSoldier->EVENT_BeginMercTurn( TRUE, 0 );
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// Handle Player services
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HandlePlayerServices( pSoldier );
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}
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}
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}
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}
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#ifdef JA2UB
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// HandleRPCDescription( );
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#else
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HandleRPCDescription( );
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#endif
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// Flugente FTW 1: Cool down all items not in a soldier's inventory
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CoolDownWorldItems();
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}
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