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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 ```
73 lines
3.3 KiB
C
73 lines
3.3 KiB
C
#ifndef __SOLDIER_INIT_LIST_H
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#define __SOLDIER_INIT_LIST_H
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#include "Soldier Create.h"
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#include "FileMan.h"
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typedef struct SOLDIERINITNODE
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{
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UINT8 ubNodeID;
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UINT8 ubSoldierID;
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BASIC_SOLDIERCREATE_STRUCT *pBasicPlacement;
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SOLDIERCREATE_STRUCT *pDetailedPlacement;
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SOLDIERTYPE *pSoldier;
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struct SOLDIERINITNODE *prev;
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struct SOLDIERINITNODE *next;
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}SOLDIERINITNODE;
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extern SOLDIERINITNODE *gSoldierInitHead;
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extern SOLDIERINITNODE *gSoldierInitTail;
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//These serialization functions are assuming the passing of a valid file
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//pointer to the beginning of the save/load area, at the correct part of the
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//map file.
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BOOLEAN LoadSoldiersFromMap( INT8 **hBuffer, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion );
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BOOLEAN SaveSoldiersToMap(HWFILE fp, FLOAT dMajorMapVersion, UINT8 ubMinorMapVersion);//dnl ch33 150909
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//For the purpose of keeping track of which soldier belongs to which placement within the game,
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//the only way we can do this properly is to save the soldier ID from the list and reconnect the
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//soldier pointer whenever we load the game.
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BOOLEAN SaveSoldierInitListLinks( HWFILE hfile );
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BOOLEAN LoadSoldierInitListLinks( HWFILE hfile );
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BOOLEAN NewWayOfLoadingEnemySoldierInitListLinks( HWFILE hfile );
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BOOLEAN NewWayOfLoadingCivilianInitListLinks( HWFILE hfile );
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BOOLEAN LookAtButDontProcessEnemySoldierInitListLinks( HWFILE hfile );
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void InitSoldierInitList();
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void KillSoldierInitList();
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SOLDIERINITNODE* AddBasicPlacementToSoldierInitList( BASIC_SOLDIERCREATE_STRUCT *pBasicPlacement );
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void RemoveSoldierNodeFromInitList( SOLDIERINITNODE *pNode );
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SOLDIERINITNODE* FindSoldierInitNodeWithID( UINT16 usID );
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UINT8 AddSoldierInitListTeamToWorld( INT8 bTeam, UINT8 ubMaxNum );
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void AddSoldierInitListEnemyDefenceSoldiers( UINT8 ubTotalAdmin, UINT8 ubTotalTroops, UINT8 ubTotalElite, UINT8 ubTotalRobots, UINT8 ubTotalTanks, UINT8 ubTotalJeeps );
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void AddSoldierInitListCreatures( BOOLEAN fQueen, UINT8 ubNumLarvae, UINT8 ubNumInfants,
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UINT8 ubNumYoungMales, UINT8 ubNumYoungFemales, UINT8 ubNumAdultMales,
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UINT8 ubNumAdultFemales );
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void AddSoldierInitListOtherCreatures( UINT8 usNum );
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void AddSoldierInitListMilitia( UINT8 ubNumGreen, UINT8 ubNumReg, UINT8 ubNumElites );
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void AddSoldierInitListMilitiaOnEdge( UINT8 ubStrategicInsertionCode, UINT8 ubNumGreen, UINT8 ubNumReg, UINT8 ubNumElites );
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void AddSoldierInitListBloodcats();
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void UseEditorOriginalList();
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void UseEditorAlternateList();
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void AddPlacementToWorldByProfileID( UINT8 ubProfile );
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void EvaluateDeathEffectsToSoldierInitList( SOLDIERTYPE *pSoldier );
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void RemoveDetailedPlacementInfo( UINT8 ubNodeID );
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void AddProfilesUsingProfileInsertionData();
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void AddProfilesNotUsingProfileInsertionData();
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// Flugente: decide wether to spawn enemy assassins in this sector (not kingpin's hitmen, they are handled elsewhere)
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void SectorAddAssassins( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: decide wether to create prisoners of war in a sector. Not to be confused with player POWs
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void SectorAddPrisonersofWar( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: decide wether to add a downed pilot if a helicopter was shot down here
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void SectorAddDownedPilot( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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#endif
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