mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Updates/Fixes (by Sevenfm) 1. Added grenade throwing range modifier to item_settings.ini: RANGE_GRENADE_MODIFIER = 1.0 This modifier is applied to grenades and regular thrown items. 2. Changed 100 to bBreathMax in throwing range penalty calculation. This should make grenades more useful. 3. Minor visual fixes (alt healthbar placement, 'roof' text placement when SHOW_ENEMY_WEAPON is true ) 4. Added xml tags for merge type <13>: you can use u.knife on tripwire roll to get 2 tripwires. Status of tripwire roll will be reduced by 2 points. Also lookup table for merges is updated for xml editor to work correctly. 5. Added several new loadscreenhints. 6. Press 'y' in tactical for quick transformation of item in hand - useful for switching flashlights on and off. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7116 3b4a5df2-a311-0410-b5c6-a8a6f20db521
552 lines
14 KiB
C
552 lines
14 KiB
C
#ifndef _INTERFACE_H
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#define _INTERFACE_H
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#include "handle UI.h"
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#include "mousesystem.h"
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#include "structure.h"
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#include "Assignments.h" // added by Flugente for the stat-enums
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#define MAX_UICOMPOSITES 4
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enum
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{
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WALK_ICON,
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SNEAK_ICON,
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RUN_ICON,
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CRAWL_ICON,
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LOOK_ICON,
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ACTIONC_ICON,
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TALK_ICON,
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HAND_ICON,
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OPEN_DOOR_ICON,
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EXAMINE_DOOR_ICON,
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LOCKPICK_DOOR_ICON,
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BOOT_DOOR_ICON,
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UNTRAP_DOOR_ICON,
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USE_KEY_ICON,
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USE_KEYRING_ICON,
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EXPLOSIVE_DOOR_ICON,
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USE_CROWBAR_ICON,
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CANCEL_ICON,
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NUM_ICONS
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};
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#define ACTIVATE_BUTTON 0
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#define DEACTIVATE_BUTTON 1
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#define ENABLE_BUTTON 2
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#define DISABLE_BUTTON 3
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#define UNLOAD_BUTTON 4
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#define MAX_ENEMY_NAMES_CHARS 128
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typedef struct
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{
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UINT16 uiIndex; // add
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BOOLEAN Hidden; //add
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} HIDDEN_NAMES_VALUES;
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extern HIDDEN_NAMES_VALUES zHiddenNames[500];
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typedef struct
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{
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UINT16 uiIndex;
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BOOLEAN Enabled;
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UINT16 ExpLevel;
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UINT16 Stats;
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UINT16 StatsMin;
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UINT16 StatsMax;
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CHAR16 szCurRank[MAX_ENEMY_NAMES_CHARS];
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} ENEMY_RANK_VALUES;
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extern ENEMY_RANK_VALUES zEnemyRank[20];
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typedef struct
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{
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UINT16 uiIndex; // add
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BOOLEAN Enabled; //add
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UINT16 SectorX; //add
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UINT16 SectorY; //add
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CHAR16 szCurGroup[MAX_ENEMY_NAMES_CHARS];
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} ENEMY_NAMES_VALUES;
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extern ENEMY_NAMES_VALUES zEnemyName[500];
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typedef struct
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{
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UINT16 uiIndex; // add
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BOOLEAN Enabled; //add
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BOOLEAN Loyalty;
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BOOLEAN AddToBattle;
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CHAR16 szCurGroup[MAX_ENEMY_NAMES_CHARS];
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} CIV_NAMES_VALUES;
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extern CIV_NAMES_VALUES zCivGroupName[NUM_CIV_GROUPS];
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// Flugente: soldier profiles
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szName[MAX_ENEMY_NAMES_CHARS];
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UINT8 uiBodyType;
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UINT8 uiHair;
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UINT8 uiSkin;
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UINT8 uiTrait[3];
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UINT32 uiFlags;
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} SOLDIER_PROFILE_VALUES;
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#define NUM_SOLDIER_PROFILES 300
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extern SOLDIER_PROFILE_VALUES zSoldierProfile[6][NUM_SOLDIER_PROFILES];
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extern UINT16 num_found_soldier_profiles[6]; // the correct number is set on reading the xml
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extern UINT16 num_found_profiles; // a helper variable during reading xmls
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// Flugente: backgrounds
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// enums for backgrounds
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enum {
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// sector dependent AP modifiers
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BG_POLAR, // not used ingame (yet?)
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BG_DESERT,
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BG_SWAMP,
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BG_URBAN,
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BG_RIVER,
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BG_TROPICAL,
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BG_COASTAL,
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BG_MOUNTAIN,
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// stat effectiveness modifiers
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BG_AGILITY,
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BG_DEXTERITY,
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BG_STRENGTH,
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BG_LEADERSHIP,
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BG_MARKSMANSHIP,
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BG_MECHANICAL,
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BG_EXPLOSIVE_ASSIGN,
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BG_MEDICAL,
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BG_WISDOM,
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// ap modifiers for non-sector related tasks
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BG_HEIGHT,
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BG_SWIMMING,
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BG_FORTIFY,
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BG_ARTILLERY,
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BG_INVENTORY,
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BG_AIRDROP,
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BG_ASSAULT,
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// travel speed modifiers
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BG_TRAVEL_FOOT,
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BG_TRAVEL_CAR,
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BG_TRAVEL_AIR,
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BG_TRAVEL_BOAT,
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// resistances
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BG_RESI_POISON,
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BG_RESI_FEAR,
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BG_RESI_SUPPRESSION,
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BG_RESI_PHYSICAL,
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BG_RESI_ALCOHOL,
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// various
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BG_PERC_INTERROGATION,
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BG_PERC_GUARD,
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BG_PERC_PRICES_GUNS,
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BG_PERC_PRICES,
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BG_PERC_CAPITULATION,
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BG_PERC_SPEED_RUNNING,
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BG_PERC_BANDAGING,
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BG_PERC_REGEN_ENERGY,
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BG_PERC_CARRYSTRENGTH,
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BG_PERC_FOOD,
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BG_PERC_WATER,
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BG_PERC_SLEEP,
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BG_PERC_DAMAGE_MELEE,
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BG_PERC_CTH_BLADE,
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BG_PERC_CAMO,
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BG_PERC_STEALTH,
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BG_PERC_CTH_MAX,
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BG_PERC_HEARING_NIGHT,
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BG_PERC_HEARING_DAY,
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BG_TRAP_DISARM,
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// approaches
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BG_PERC_APPROACH_FRIENDLY,
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BG_PERC_APPROACH_DIRECT,
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BG_PERC_APPROACH_THREATEN,
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BG_PERC_APPROACH_RECRUIT,
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// various
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BG_BONUS_BREACHINGCHARGE,
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BG_PERC_CTH_CREATURE,
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BG_PERC_INSURANCE,
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BG_PERC_SPOTTER,
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BG_MAX,
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};
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szName[MAX_ENEMY_NAMES_CHARS]; // name of a background etc.
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CHAR16 szShortName[20]; // abbreviated name for laptop display
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CHAR16 szDescription[256]; // description of background, should explain the abilities
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UINT64 uiFlags; // this flagmask defines what speial properties this background has (on/off behaviour)
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INT16 value[BG_MAX]; // property values
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} BACKGROUND_VALUES;
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#define NUM_BACKGROUND 500
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extern BACKGROUND_VALUES zBackground[NUM_BACKGROUND];
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extern UINT16 num_found_background; // the correct number is set on reading the xml
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// anv: enums for externalised taunts
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enum TAUNTPROPERTY{
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// progress
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TAUNT_PROGRESS_LT,
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TAUNT_PROGRESS_GT,
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// taunting person's stats
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TAUNT_EXP_LEVEL_LT,
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TAUNT_EXP_LEVEL_GT,
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TAUNT_HEALTH_LT,
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TAUNT_HEALTH_GT,
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TAUNT_HEALTH_MAX_LT,
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TAUNT_HEALTH_MAX_GT,
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TAUNT_ENERGY_LT,
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TAUNT_ENERGY_GT,
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TAUNT_ENERGY_MAX_LT,
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TAUNT_ENERGY_MAX_GT,
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TAUNT_MORALE_LT,
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TAUNT_MORALE_GT,
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// enemy/milita profiles
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TAUNT_PROFILE_ADMIN,
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TAUNT_PROFILE_ARMY,
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TAUNT_PROFILE_ELITE,
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TAUNT_PROFILE_GREEN,
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TAUNT_PROFILE_REGULAR,
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TAUNT_PROFILE_VETERAN,
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// facts
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TAUNT_FACT_TRUE,
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TAUNT_FACT_FALSE,
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// taunt target's stats
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TAUNT_TARGET_TYPE,
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TAUNT_TARGET_EXP_LEVEL_LT,
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TAUNT_TARGET_EXP_LEVEL_GT,
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TAUNT_TARGET_HEALTH_LT,
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TAUNT_TARGET_HEALTH_GT,
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TAUNT_TARGET_HEALTH_MAX_LT,
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TAUNT_TARGET_HEALTH_MAX_GT,
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TAUNT_TARGET_ENERGY_LT,
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TAUNT_TARGET_ENERGY_GT,
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TAUNT_TARGET_ENERGY_MAX_LT,
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TAUNT_TARGET_ENERGY_MAX_GT,
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TAUNT_TARGET_MORALE_LT,
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TAUNT_TARGET_MORALE_GT,
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TAUNT_TARGET_APPEARANCE,
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// taunt target's profile
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TAUNT_TARGET_MERC_PROFILE,
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// which merc quote should be riposted
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TAUNT_RIPOSTE_QUOTE,
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TAUNT_MAX,
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};
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typedef struct
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{
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UINT16 uiIndex;
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CHAR16 szText[320];
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CHAR16 szCensoredText[320];
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UINT64 uiFlags;
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UINT64 uiFlags2;
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INT16 value[TAUNT_MAX];
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} TAUNT_VALUES;
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#define NUM_TAUNT 2048
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extern TAUNT_VALUES zTaunt[NUM_TAUNT];
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extern UINT16 num_found_taunt; // the correct number is set on reading the xml
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extern int INTERFACE_WIDTH; // 640
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extern int INTERFACE_HEIGHT; // 120
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extern int INV_INTERFACE_HEIGHT; // 140
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extern int INTERFACE_START_X;
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extern int INTERFACE_START_Y; // ( SCREEN_HEIGHT - INTERFACE_HEIGHT )
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extern int INV_INTERFACE_START_Y; // ( SCREEN_HEIGHT - INV_INTERFACE_HEIGHT )
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// FLASH PORTRAIT CODES
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#define FLASH_PORTRAIT_STOP 0
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#define FLASH_PORTRAIT_START 1
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#define FLASH_PORTRAIT_WAITING 2
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#define FLASH_PORTRAIT_DELAY 150
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// FLASH PORTRAIT PALETTE IDS
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#define FLASH_PORTRAIT_NOSHADE 0
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#define FLASH_PORTRAIT_STARTSHADE 1
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#define FLASH_PORTRAIT_ENDSHADE 2
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#define FLASH_PORTRAIT_DARKSHADE 3
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#define FLASH_PORTRAIT_GRAYSHADE 4
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#define FLASH_PORTRAIT_LITESHADE 5
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// GLOBAL DEFINES FOR SOME UI FLAGS
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#define ARROWS_HIDE_UP 0x00000002
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#define ARROWS_HIDE_DOWN 0x00000004
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#define ARROWS_SHOW_UP_BESIDE 0x00000008
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#define ARROWS_SHOW_DOWN_BESIDE 0x00000020
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#define ARROWS_SHOW_UP_ABOVE_Y 0x00000040
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#define ARROWS_SHOW_DOWN_BELOW_Y 0x00000080
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#define ARROWS_SHOW_DOWN_BELOW_G 0x00000200
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#define ARROWS_SHOW_DOWN_BELOW_YG 0x00000400
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#define ARROWS_SHOW_DOWN_BELOW_GG 0x00000800
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#define ARROWS_SHOW_UP_ABOVE_G 0x00002000
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#define ARROWS_SHOW_UP_ABOVE_YG 0x00004000
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#define ARROWS_SHOW_UP_ABOVE_GG 0x00008000
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#define ARROWS_SHOW_UP_ABOVE_YY 0x00020000
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#define ARROWS_SHOW_DOWN_BELOW_YY 0x00040000
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#define ARROWS_SHOW_UP_ABOVE_CLIMB 0x00080000
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#define ARROWS_SHOW_UP_ABOVE_CLIMB2 0x00400000
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#define ARROWS_SHOW_UP_ABOVE_CLIMB3 0x00800000
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#define ARROWS_SHOW_DOWN_CLIMB 0x02000000
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#define ROOF_LEVEL_HEIGHT 50
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#define LOCATEANDSELECT_MERC 1
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#define LOCATE_MERC_ONCE 2
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// Interface level enums
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enum
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{
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I_GROUND_LEVEL,
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I_ROOF_LEVEL,
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I_NUMLEVELS
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};
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#define DRAW_RED_BAR 1
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#define DRAW_BLUE_BAR 2
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#define DRAW_ERASE_BAR 3
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extern BOOLEAN gfSwitchPanel;
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extern BOOLEAN gfUIStanceDifferent;
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extern UINT8 gbNewPanel;
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extern UINT8 gubNewPanelParam;
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extern INT16 gsCurInterfacePanel;
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extern UINT32 guiRENDERBUFFER;
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extern UINT32 guiCLOSE;
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extern UINT32 guiDEAD;
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extern UINT32 guiHATCH;
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extern UINT32 guiINTEXT;
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extern UINT32 guiSILHOUETTE;
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extern UINT32 guiCOMPANEL;
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extern UINT32 guiCOMPANELB;
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extern UINT32 guiRADIO;
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extern UINT32 guiPORTRAITICONS; // Default JA2 portrait icons (+ additional headgear icons from legion)
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extern UINT32 guiASSIGNMENTICONS; // Flugente: icons for assignments
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extern UINT32 guiBURSTACCUM;
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extern UINT32 guiITEMPOINTERHATCHES;
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//legion
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//extern UINT32 guiPORTRAITICONS_NV; //legion: NV-Face Graphic
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//extern UINT32 guiPORTRAITICONS_GAS_MASK; //legion: GASMASK-Face Graphic
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// WANNE: Face gear for IMPs in additional file
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//extern UINT32 guiPORTRAITICONS_NV_IMP;
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//extern UINT32 guiPORTRAITICONS_GAS_MASK_IMP;
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extern MOUSE_REGION gViewportRegion;
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extern MOUSE_REGION gRadarRegion;
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extern MOUSE_REGION gBottomPanalRegion;
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#define MOVEMENT_MENU_LOOK 1
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#define MOVEMENT_MENU_ACTIONC 2
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#define MOVEMENT_MENU_HAND 3
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#define MOVEMENT_MENU_TALK 4
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#define MOVEMENT_MENU_RUN 5
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#define MOVEMENT_MENU_WALK 6
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#define MOVEMENT_MENU_SWAT 7
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#define MOVEMENT_MENU_PRONE 8
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#define DIRTYLEVEL0 0
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#define DIRTYLEVEL1 1
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#define DIRTYLEVEL2 2
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typedef enum
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{
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SM_PANEL,
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TEAM_PANEL,
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NUM_UI_PANELS
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} InterfacePanelDefines;
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BOOLEAN InitializeTacticalPortraits( );
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BOOLEAN InitializeFaceGearGraphics( );
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BOOLEAN InitializeTacticalInterface( );
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BOOLEAN ShutdownTacticalInterface( );
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extern BOOLEAN fInterfacePanelDirty;
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extern BOOLEAN gfPausedTacticalRenderFlags;
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extern BOOLEAN gfPausedTacticalRenderInterfaceFlags;
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extern INT16 gsInterfaceLevel;
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extern BOOLEAN gfInMovementMenu;
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void PopupPositionMenu( UI_EVENT *pUIEvent );
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void PopDownPositionMenu( );
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void PopupMovementMenu( UI_EVENT *pUIEvent );
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void PopDownMovementMenu( );
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void RenderMovementMenu( );
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void CancelMovementMenu( );
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void PopDownOpenDoorMenu( );
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void RenderOpenDoorMenu( );
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BOOLEAN InitDoorOpenMenu( SOLDIERTYPE *pSoldier, STRUCTURE *pStructure, UINT8 ubDirection, BOOLEAN fClosingDoor );
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BOOLEAN HandleOpenDoorMenu( );
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void CancelOpenDoorMenu( );
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void HandleInterfaceBackgrounds( );
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void BeginOverlayMessage( UINT32 uiFont, STR16 pFontString, ... );
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void EndOverlayMessage( );
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void DrawSelectedUIAboveGuy( UINT16 usSoldierID );
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// HEADROCK HAM 4: Draw the CTH indicator, using values grabbed from the global CTH array
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BOOLEAN DrawCTHIndicator();
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void CreateCurrentTacticalPanelButtons( );
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void RemoveCurrentTacticalPanelButtons( );
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void SetCurrentTacticalPanelCurrentMerc( UINT8 ubID );
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void SetCurrentInterfacePanel( UINT8 ubNewPanel );
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BOOLEAN IsMercPortraitVisible( UINT8 ubSoldierID );
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BOOLEAN InitializeCurrentPanel( );
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void ShutdownCurrentPanel( );
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void ClearInterface( );
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void RestoreInterface( );
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void RenderArrows( );
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void EraseRenderArrows( );
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void GetArrowsBackground( );
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void HandleUpDownArrowBackgrounds( );
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void EndDeadlockMsg( );
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void HandleLocateSelectMerc( UINT8 ubID, INT8 bFlag );
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void DirtyMercPanelInterface( SOLDIERTYPE *pSoldier, UINT8 ubDirtyLevel );
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void EndUIMessage( );
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void BeginUIMessage( STR16 pFontString, ... );
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void InternalBeginUIMessage( BOOLEAN fUseSkullIcon, STR16 pFontString, ... );
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// map screen version, for centering over the map area
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void BeginMapUIMessage( UINT8 fPosition, STR16 pFontString, ... );
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extern UINT16 gusUIOldSelectedSoldier;
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extern INT32 giUIMessageOverlay;
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extern UINT32 guiUIMessageTime;
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enum MESSAGE_TYPES
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{
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NO_MESSAGE,
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COMPUTER_TURN_MESSAGE,
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COMPUTER_INTERRUPT_MESSAGE,
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PLAYER_INTERRUPT_MESSAGE,
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MILITIA_INTERRUPT_MESSAGE,
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AIR_RAID_TURN_MESSAGE,
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PLAYER_TURN_MESSAGE,
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} ;
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void HandleTopMessages( );
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BOOLEAN AddTopMessage( UINT8 ubType, STR16 pzString );
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BOOLEAN InTopMessageBarAnimation( );
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void EndTopMessage( );
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void PauseRT( BOOLEAN fPause );
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void InitEnemyUIBar( UINT8 ubNumEnemies, UINT8 ubDoneEnemies );
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STR16 GetSoldierHealthString( SOLDIERTYPE *pSoldier );
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void GetLaunchItemParamsFromUI( );
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void RenderAimCubeUI( );
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void ResetAimCubeAI( );
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void SetupAimCubeAI( );
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void IncrementAimCubeUI( );
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void EndAimCubeUI( );
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void BeginAimCubeUI( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 ubLevel, UINT8 bStartPower, INT8 bStartHeight );
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BOOLEAN AimCubeUIClick( );
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void ResetPhysicsTrajectoryUI( );
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void SetupPhysicsTrajectoryUI( );
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void EndPhysicsTrajectoryUI( );
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void BeginPhysicsTrajectoryUI( INT32 sGridNo, INT8 bLevel, BOOLEAN fBadCTGT );
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void InitPlayerUIBar( BOOLEAN fInterrupt );
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void ToggleTacticalPanels( );
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void DirtyTopMessage( );
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void BeginMultiPurposeLocator( INT32 sGridNo, INT8 bLevel, BOOLEAN fSlideTo );
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void HandleMultiPurposeLocator( );
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void RenderTopmostMultiPurposeLocator( );
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// sevenfm: draw lines in health bar
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void DrawBar( INT32 x, INT32 y, INT32 width, INT32 height, UINT16 color8, UINT16 color16, UINT8 *pDestBuf );
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// draw health bar over enemy
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void DrawEnemyHealthBar( SOLDIERTYPE* pSoldier, INT32 sX, INT32 sY, UINT8 ubLines, INT32 iBarWidth, INT32 iBarHeight );
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// get cover display code from cover value
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BOOLEAN CoverColorCode( INT8 cover, INT16 &color8, INT16 &color16 );
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void DrawRankIcon( INT8 rank, INT32 baseX, INT32 baseY );
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void DrawLine( INT32 x1, INT32 y1, INT32 x2, INT32 y2, UINT16 color8, UINT16 color16, UINT8 *pDestBuf );
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// Flugente: show enemy role
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BOOLEAN ShowSoldierRoleSymbol(SOLDIERTYPE* pSoldier);
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//sevenfm: draw additional info for NCTH indicator
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void DrawItemPic( INVTYPE *pItem, INT16 sX, INT16 sY );
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void GetItemDimensions( INVTYPE *pItem, INT16 &sWidth, INT16 &sHeight );
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BOOLEAN ShowExactInfo( SOLDIERTYPE* pSoldier, SOLDIERTYPE* pTargetSoldier );
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void DrawNCTHCursorItemPics( INT16 sStartScreenX, INT16 sStartScreenY );
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void GetEnemyInfoString( SOLDIERTYPE* pSelectedSoldier, SOLDIERTYPE* pTargetSoldier, BOOLEAN showExactInfo, CHAR16 *NameStr );
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void ShowEnemyWeapon( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier );
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void ShowAdditionalInfo( INT16 sX, INT16 sY, SOLDIERTYPE* pTargetSoldier );
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void ShowRankIcon( INT16 sXPos, INT16 sYPos, SOLDIERTYPE* pSoldier );
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void ShowEnemyHealthBar( INT16 sX, INT16 sY, SOLDIERTYPE* pSoldier );
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#endif |