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Fix for civilians trying to climb the roof to seek noise Fix for punching and stabbing Transparent change: Gave names to anonymous structs in OBJECTTYPE git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1225 3b4a5df2-a311-0410-b5c6-a8a6f20db521
499 lines
15 KiB
C++
499 lines
15 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "builddefines.h"
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#include <stdio.h>
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#include <stdarg.h>
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#include "sgp.h"
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#include "himage.h"
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#include "vobject.h"
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#include "interface utils.h"
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#include "render dirty.h"
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#include "interface.h"
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#include "interface control.h"
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#include "sysutil.h"
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#include "faces.h"
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#include "render dirty.h"
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#include "weapons.h"
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#include "Overhead.h"
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#include "Soldier macros.h"
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#include "line.h"
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#include "WCheck.h"
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#include "Vehicles.h"
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#endif
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#define LIFE_BAR_SHADOW FROMRGB( 108, 12, 12 )
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#define LIFE_BAR FROMRGB( 200, 0, 0 )
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#define BANDAGE_BAR_SHADOW FROMRGB( 156, 60, 60 )
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#define BANDAGE_BAR FROMRGB( 222, 132, 132 )
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#define BLEEDING_BAR_SHADOW FROMRGB( 128, 128, 60 )
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#define BLEEDING_BAR FROMRGB( 240, 240, 20 )
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#define CURR_BREATH_BAR_SHADOW FROMRGB( 8, 12, 118 ) // the MAX max breatth, always at 100%
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#define CURR_BREATH_BAR FROMRGB( 8, 12, 160 )
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#define CURR_MAX_BREATH FROMRGB( 0, 0, 0 ) // the current max breath, black
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#define CURR_MAX_BREATH_SHADOW FROMRGB( 0, 0, 0 )
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#define MORALE_BAR_SHADOW FROMRGB( 8, 112, 12 )
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#define MORALE_BAR FROMRGB( 8, 180, 12 )
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#define BREATH_BAR_SHADOW FROMRGB( 60, 108, 108 ) // the lt blue current breath
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#define BREATH_BAR FROMRGB( 113, 178, 218 )
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#define BREATH_BAR_SHAD_BACK FROMRGB( 1,1,1 )
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#define FACE_WIDTH 48
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#define FACE_HEIGHT 43
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// backgrounds for breath max background
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extern UINT32 guiBrownBackgroundForTeamPanel;
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extern UINT32 guiGoldBackgroundForTeamPanel;
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// selected grunt
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extern UINT16 gusSelectedSoldier;
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// car portraits
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enum{
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ELDORADO_PORTRAIT =0,
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HUMMER_PORTRAIT,
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ICE_CREAM_TRUCT_PORTRAIT,
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JEEP_PORTRAIT,
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NUMBER_CAR_PORTRAITS,
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};
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// the ids for the car portraits
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INT32 giCarPortraits[ 4 ] = { -1, -1, -1, -1 };
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// the car portrait file names
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STR pbCarPortraitFileNames[ ]={
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"INTERFACE\\eldorado.sti",
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"INTERFACE\\Hummer.sti",
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"INTERFACE\\ice Cream Truck.sti",
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"INTERFACE\\Jeep.sti",
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};
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// load int he portraits for the car faces that will be use in mapscreen
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BOOLEAN LoadCarPortraitValues( void )
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{
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INT32 iCounter = 0;
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VOBJECT_DESC VObjectDesc;
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if( giCarPortraits[ 0 ] != -1 )
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{
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return FALSE;
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}
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for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
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{
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VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
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sprintf( VObjectDesc.ImageFile, pbCarPortraitFileNames[ iCounter ] );
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CHECKF( AddVideoObject( &VObjectDesc, (UINT32 *)&giCarPortraits[ iCounter ] ) );
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}
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return( TRUE );
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}
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// get rid of the images we loaded for the mapscreen car portraits
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void UnLoadCarPortraits( void )
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{
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INT32 iCounter = 0;
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// car protraits loaded?
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if( giCarPortraits[ 0 ] == -1 )
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{
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return;
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}
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for( iCounter = 0; iCounter < NUMBER_CAR_PORTRAITS; iCounter++ )
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{
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DeleteVideoObjectFromIndex( giCarPortraits[ iCounter ] );
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giCarPortraits[ iCounter ] = -1;
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}
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return;
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}
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void DrawLifeUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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INT8 bBandage;
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// Erase what was there
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if( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->bLife == 0 )
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{
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// are they dead?
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return;
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO MAX LIFE
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dPercentage = (FLOAT)pSoldier->bLife / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( LIFE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( LIFE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BANDAGE
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// Calculate bandage
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bBandage = pSoldier->bLifeMax - pSoldier->bLife - pSoldier->bBleeding;
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if ( bBandage )
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{
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dPercentage = (FLOAT)bBandage / (FLOAT)100;
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dStart = (FLOAT)( sYPos - dEnd );
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dEnd = ( dPercentage * sHeight );
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usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BANDAGE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BANDAGE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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// NOW DO BLEEDING
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if ( pSoldier->bBleeding )
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{
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dPercentage = (FLOAT)pSoldier->bBleeding / (FLOAT)100;
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dStart = (FLOAT)( dStart - dEnd );
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dEnd = ( dPercentage * sHeight );
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usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BLEEDING_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BLEEDING_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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UnLockVideoSurface( uiBuffer );
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}
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void DrawBreathUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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HVOBJECT hHandle;
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// Erase what was there
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if ( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->bLife == 0 )
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{
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// are they dead?
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return;
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}
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// DO MAX MAX BREATH
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dPercentage = 1.;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// brown guy
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GetVideoObject( &hHandle, guiBrownBackgroundForTeamPanel );
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// DO MAX BREATH
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if( guiCurrentScreen != MAP_SCREEN )
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{
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if( gusSelectedSoldier == pSoldier->ubID && gTacticalStatus.ubCurrentTeam == OUR_TEAM && OK_INTERRUPT_MERC( pSoldier ) )
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{
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// gold, the second entry in the .sti
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BltVideoObject( uiBuffer , hHandle, 1, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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}
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else
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{
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// brown, first entry
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BltVideoObject( uiBuffer , hHandle, 0, sXPos, ( INT16 )( sYPos - sHeight ), VO_BLT_SRCTRANSPARENCY, NULL );
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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if( pSoldier->bBreathMax <= 97 )
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{
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dPercentage = (FLOAT)( ( pSoldier->bBreathMax + 3 ) )/ (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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// the old background colors for breath max diff
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( BREATH_BAR_SHAD_BACK );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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}
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dPercentage = (FLOAT)pSoldier->bBreathMax / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_MAX_BREATH );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_MAX_BREATH_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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// NOW DO BREATH
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dPercentage = (FLOAT)pSoldier->bBreath / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_BREATH_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( CURR_BREATH_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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void DrawMoraleUIBarEx( SOLDIERTYPE *pSoldier, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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// Erase what was there
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if ( fErase )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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if( pSoldier->bLife == 0 )
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{
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// are they dead?
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return;
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO BREATH
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dPercentage = (FLOAT)pSoldier->bMorale / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( MORALE_BAR );
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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usLineColor = Get16BPPColor( MORALE_BAR_SHADOW );
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RectangleDraw( TRUE, sXPos+ 2, (INT32)dStart, sXPos + 2, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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}
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void DrawItemUIBarEx( OBJECTTYPE *pObject, UINT8 ubStatus, INT16 sXPos, INT16 sYPos, INT16 sWidth, INT16 sHeight, INT16 sColor1, INT16 sColor2, BOOLEAN fErase, UINT32 uiBuffer )
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{
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FLOAT dStart, dEnd, dPercentage;
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//UINT16 usLineColor;
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UINT32 uiDestPitchBYTES;
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UINT8 *pDestBuf;
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UINT16 usLineColor;
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INT16 sValue;
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if ( ubStatus >= DRAW_ITEM_STATUS_ATTACHMENT1 )
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{
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sValue = pObject->bAttachStatus[ ubStatus - DRAW_ITEM_STATUS_ATTACHMENT1 ];
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}
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else
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{
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sValue = pObject->ItemData.Generic.bStatus[ ubStatus ];
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}
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// Adjust for ammo, other thingys..
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if( Item[ pObject->usItem ].usItemClass & IC_AMMO )
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{
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sValue = sValue * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
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if ( sValue < 0 )
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{
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sValue = pObject->ItemData.Ammo.ubShotsLeft[0] * 100 / Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize;
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DebugMsg ( TOPIC_JA2, DBG_LEVEL_3, String("Ammo status: shots left %d * 100 / Mag Size %d = value %d",pObject->ubShotsLeft[0],Magazine[ Item[ pObject->usItem ].ubClassIndex ].ubMagSize,sValue ));
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}
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if ( sValue > 100 )
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{
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sValue = 100;
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}
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}
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if( Item[ pObject->usItem ].usItemClass & IC_KEY )
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{
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sValue =100;
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}
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// ATE: Subtract 1 to exagerate bad status
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if ( sValue < 100 && sValue > 1 )
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{
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sValue--;
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}
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// Erase what was there
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if ( fErase )
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{
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//RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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pDestBuf = LockVideoSurface( uiBuffer, &uiDestPitchBYTES );
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SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
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// FIRST DO BREATH
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dPercentage = (FLOAT)sValue / (FLOAT)100;
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dEnd = dPercentage * sHeight;
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dStart = sYPos;
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//usLineColor = Get16BPPColor( STATUS_BAR );
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usLineColor = sColor1;
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RectangleDraw( TRUE, sXPos, (INT32)dStart, sXPos, (INT32)( dStart - dEnd ) , usLineColor, pDestBuf );
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usLineColor = sColor2;
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RectangleDraw( TRUE, sXPos+ 1, (INT32)dStart, sXPos + 1, (INT32)( dStart - dEnd ), usLineColor, pDestBuf );
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UnLockVideoSurface( uiBuffer );
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if ( uiBuffer == guiSAVEBUFFER )
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{
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RestoreExternBackgroundRect( sXPos, (INT16)(sYPos - sHeight), sWidth, (INT16)(sHeight + 1 ) );
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}
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else
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{
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InvalidateRegion( sXPos, (INT16)(sYPos - sHeight), sXPos + sWidth, (INT16)(sYPos + 1 ) );
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}
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}
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void RenderSoldierFace( SOLDIERTYPE *pSoldier, INT16 sFaceX, INT16 sFaceY, BOOLEAN fAutoFace )
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{
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BOOLEAN fDoFace = FALSE;
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INT32 iFaceIndex = -1;
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UINT8 ubVehicleType = 0;
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if ( pSoldier->bActive )
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{
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if( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
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{
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// get the type of vehicle
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ubVehicleType = pVehicleList[ pSoldier->bVehicleID ].ubVehicleType;
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// just draw the vehicle
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BltVideoObjectFromIndex( guiSAVEBUFFER, giCarPortraits[ ubVehicleType ], 0, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
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RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
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return;
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}
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if ( fAutoFace )
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{
|
|
// OK, check if this face actually went active...
|
|
if ( gFacesData[ pSoldier->iFaceIndex ].uiFlags & FACE_INACTIVE_HANDLED_ELSEWHERE )
|
|
{
|
|
// Render as an extern face...
|
|
fAutoFace = FALSE;
|
|
}
|
|
else
|
|
{
|
|
SetAutoFaceActiveFromSoldier( FRAME_BUFFER, guiSAVEBUFFER, pSoldier->ubID , sFaceX, sFaceY );
|
|
// SetAutoFaceActiveFromSoldier( FRAME_BUFFER, FACE_AUTO_RESTORE_BUFFER, pSoldier->ubID , sFaceX, sFaceY );
|
|
}
|
|
}
|
|
|
|
fDoFace = TRUE;
|
|
|
|
if ( fDoFace )
|
|
{
|
|
if ( fAutoFace )
|
|
{
|
|
RenderAutoFaceFromSoldier( pSoldier->ubID );
|
|
}
|
|
else
|
|
{
|
|
ExternRenderFaceFromSoldier( guiSAVEBUFFER, pSoldier->ubID, sFaceX, sFaceY );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Put close panel there
|
|
//if(gbPixelDepth==16)
|
|
//{
|
|
BltVideoObjectFromIndex( guiSAVEBUFFER, guiCLOSE, 5, sFaceX, sFaceY, VO_BLT_SRCTRANSPARENCY, NULL );
|
|
//}
|
|
RestoreExternBackgroundRect( sFaceX, sFaceY, FACE_WIDTH, FACE_HEIGHT );
|
|
}
|
|
|
|
}
|
|
|
|
|