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Development Trunk: 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: The source code for the official 2011 release (4870) has been branched here: https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011 This commit contains the following features: *** Externalized Vehicles *** o Now with this feature we can add/remove vehicles o New XML File: TableData\Vehicles.xml o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer() o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9) *** Up to 255 save slots *** - There is a "Next" and "Prev" button where you can scroll through the save slots - It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot - Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form *** New Feature: Externalized emails from Emails.edt to XML*** o This feature can be enabled/disabled in the Source: --> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml *** Externalized Hidden Towns (Tixa, Orta) *** o Now it is possible to add new hidden towns (locations) o See file: TableData/Map/Cities.xml o New variable in TableData/Map/Cities.xml - hiddenTown: 0 = show on strategy map, 1 = Hide on strategy map - townIcon: 1 = on, 0 = off (This is the icon you see on the strategy map) - szIconFile: The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti) - iconPosition: The x,y position of the icon on the strategy map *** Encyclopedia and Briefing Room, reachable from the laptop *** o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo o Added Example usage of the Briefing Room - Extract it in your JA2 1.13 folder and use the latest development executable - The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button - See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png" *** Improved interrupt system (IIS) *** o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787 o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM) o A few more settings for the interrupt system in ja2_options.ini o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini *** Walking and sidestepping with weapon raised *** o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY o The following feature apply when you walk/sidestep with weapon raised: -> limited angle of view, but you can see more farther when the weapon has a scope -> better change for interrupts if you see an enemy -> less APs and BPs when shooting, because the weapon is already raised -> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini *** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) *** o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad *** Added UB-1.13 source code *** o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113 o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h" o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini" o There are 2 new XML files - Layout\LayoutMainMenu.xml - MapAction\ActionItems.xml o There are 2 new LUA-Script files - Scripts\ExplosionControl.lua - Scripts\InterfaceDialogue.lua *** Hide enemy health text / enemy hit count *** o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT o both new settings only have effect in a singleplayer game o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
179 lines
6.2 KiB
C
179 lines
6.2 KiB
C
#ifndef _OPPLIST_H
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#define _OPPLIST_H
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#define EVERYBODY MAXMERCS
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#define MAX_MISC_NOISE_DURATION 12 // max dur for VERY loud NOBODY noises
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#define DOOR_NOISE_VOLUME 2
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#define WINDOW_CRACK_VOLUME 4
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#define WINDOW_SMASH_VOLUME 8
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#define MACHETE_VOLUME 9
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#define TRIMMER_VOLUME 18
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#define CHAINSAW_VOLUME 30
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#define SMASHING_DOOR_VOLUME 6
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#define CROWBAR_DOOR_VOLUME 4
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#define ITEM_THROWN_VOLUME 2
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#define TIME_BETWEEN_RT_OPPLIST_DECAYS 20
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// this is a fake "level" value (0 on ground, 1 on roof) for
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// HearNoise to ignore the effects of lighting(?)
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#define LIGHT_IRRELEVANT 127
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#define AUTOMATIC_INTERRUPT 100
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#define NO_INTERRUPT 127
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#define MOVEINTERRUPT 0
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#define SIGHTINTERRUPT 1
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#define NOISEINTERRUPT 2
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// SANDRO - enum for improved interrupt system
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enum
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{
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DISABLED_INTERRUPT = 0,
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UNTRIGGERED_INTERRUPT,
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UNDEFINED_INTERRUPT,
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MOVEMENT_INTERRUPT,
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SP_MOVEMENT_INTERRUPT,
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BEFORESHOT_INTERRUPT,
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AFTERSHOT_INTERRUPT,
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AFTERACTION_INTERRUPT,
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INSTANT_INTERRUPT,
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MAX_INTERRUPT_TYPES
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};
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// noise type constants
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enum
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{
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NOISE_UNKNOWN = 0,
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NOISE_MOVEMENT,
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NOISE_CREAKING,
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NOISE_SPLASHING,
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NOISE_BULLET_IMPACT,
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NOISE_GUNFIRE,
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NOISE_EXPLOSION,
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NOISE_SCREAM,
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NOISE_ROCK_IMPACT,
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NOISE_GRENADE_IMPACT,
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NOISE_WINDOW_SMASHING,
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NOISE_DOOR_SMASHING,
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NOISE_SILENT_ALARM, // only heard by enemies
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MAX_NOISES
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};
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enum
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{
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EXPECTED_NOSEND, // other nodes expecting noise & have all info
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EXPECTED_SEND, // other nodes expecting noise, but need info
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UNEXPECTED // other nodes are NOT expecting this noise
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};
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#define NUM_WATCHED_LOCS 3
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extern INT8 gbPublicOpplist[MAXTEAMS][ TOTAL_SOLDIERS ];
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extern INT8 gbSeenOpponents[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
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extern INT32 gsLastKnownOppLoc[TOTAL_SOLDIERS][TOTAL_SOLDIERS]; // merc vs. merc
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extern INT8 gbLastKnownOppLevel[TOTAL_SOLDIERS][TOTAL_SOLDIERS];
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extern INT32 gsPublicLastKnownOppLoc[MAXTEAMS][TOTAL_SOLDIERS]; // team vs. merc
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extern INT8 gbPublicLastKnownOppLevel[MAXTEAMS][TOTAL_SOLDIERS];
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extern UINT8 gubPublicNoiseVolume[MAXTEAMS];
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extern INT32 gsPublicNoiseGridNo[MAXTEAMS];
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extern INT8 gbPublicNoiseLevel[MAXTEAMS];
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extern UINT8 gubKnowledgeValue[10][10];
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extern INT8 gbLookDistance[8][8];
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extern INT8 gfKnowAboutOpponents;
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extern BOOLEAN gfPlayerTeamSawJoey;
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extern BOOLEAN gfMikeShouldSayHi;
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#ifdef JA2UB
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extern BOOLEAN gfMorrisShouldSayHi; // JA25 UB
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#endif
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extern INT32 gsWatchedLoc[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern INT8 gbWatchedLocLevel[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern UINT8 gubWatchedLocPoints[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern BOOLEAN gfWatchedLocReset[ TOTAL_SOLDIERS ][ NUM_WATCHED_LOCS ];
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extern INT8 STRAIGHT;
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#define BEST_SIGHTING_ARRAY_SIZE 6
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#define BEST_SIGHTING_ARRAY_SIZE_ALL_TEAMS_LOOK_FOR_ALL 6
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#define BEST_SIGHTING_ARRAY_SIZE_NONCOMBAT 3
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#define BEST_SIGHTING_ARRAY_SIZE_INCOMBAT 0
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extern UINT8 gubBestToMakeSightingSize;
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INT16 AdjustMaxSightRangeForEnvEffects( SOLDIERTYPE *pSoldier, INT8 bLightLevel, INT16 sDistVisible );
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INT16 ManLooksForMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, UINT8 ubCaller);
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void HandleSight(SOLDIERTYPE *pSoldier, UINT8 ubSightFlags);
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void AllTeamsLookForAll(UINT8 ubAllowInterrupts);
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void GloballyDecideWhoSeesWho(void);
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UINT16 GetClosestMerc( UINT16 usSoldierIndex );
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void ManLooksForOtherTeams(SOLDIERTYPE *pSoldier);
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void OtherTeamsLookForMan(SOLDIERTYPE *pOpponent);
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void ManSeesMan(SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, INT32 sOppGridNo, INT8 bOppLevel, UINT8 ubCaller, UINT8 ubCaller2);
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void DecideTrueVisibility(SOLDIERTYPE *pSoldier, UINT8 ubLocate);
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void AddOneOpponent(SOLDIERTYPE *pSoldier);
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void RemoveOneOpponent(SOLDIERTYPE *pSoldier);
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void UpdatePersonal(SOLDIERTYPE *pSoldier, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel);
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INT16 MaxNormalDistanceVisible( void );
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INT16 DistanceVisible( SOLDIERTYPE *pSoldier, INT8 bFacingDir, INT8 bSubjectDir, INT32 sSubjectGridNo, INT8 bLevel );
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void ResetLastKnownLocs(SOLDIERTYPE *ptr);
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void RecalculateOppCntsDueToNoLongerNeutral( SOLDIERTYPE * pSoldier );
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void ReevaluateBestSightingPosition( SOLDIERTYPE * pSoldier, INT8 bInterruptDuelPts );
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void InitOpponentKnowledgeSystem(void);
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void InitSoldierOppList(SOLDIERTYPE *pSoldier);
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void BetweenTurnsVisibilityAdjustments(void);
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void RemoveManAsTarget(SOLDIERTYPE *pSoldier);
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void UpdatePublic(UINT8 ubTeam, UINT8 ubID, INT8 bNewOpplist, INT32 sGridNo, INT8 bLevel );
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void RadioSightings(SOLDIERTYPE *pSoldier, UINT8 ubAbout, UINT8 ubTeamToRadioTo );
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void OurTeamRadiosRandomlyAbout(UINT8 ubAbout);
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void DebugSoldierPage1( );
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void DebugSoldierPage2( );
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void DebugSoldierPage3( );
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void DebugSoldierPage4( );
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UINT8 MovementNoise( SOLDIERTYPE *pSoldier );
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UINT8 DoorOpeningNoise( SOLDIERTYPE *pSoldier );
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void MakeNoise(UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
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void OurNoise( UINT8 ubNoiseMaker, INT32 sGridNo, INT8 bLevel, UINT8 ubTerrType, UINT8 ubVolume, UINT8 ubNoiseType );
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void ResolveInterruptsVs( SOLDIERTYPE * pSoldier, UINT8 ubInterruptType);
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void VerifyAndDecayOpplist(SOLDIERTYPE *pSoldier);
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void DecayIndividualOpplist(SOLDIERTYPE *pSoldier);
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void VerifyPublicOpplistDueToDeath( SOLDIERTYPE * pSoldier );
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void NoticeUnseenAttacker( SOLDIERTYPE * pAttacker, SOLDIERTYPE * pDefender, INT8 bReason );
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BOOLEAN MercSeesCreature( SOLDIERTYPE * pSoldier );
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INT8 GetWatchedLocPoints( UINT8 ubID, INT32 sGridNo, INT8 bLevel );
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INT8 GetHighestVisibleWatchedLoc( UINT8 ubID );
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INT8 GetHighestWatchedLocPoints( UINT8 ubID );
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void TurnOffEveryonesMuzzleFlashes( void );
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void TurnOffTeamsMuzzleFlashes( UINT8 ubTeam );
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void EndMuzzleFlash( SOLDIERTYPE * pSoldier );
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void NonCombatDecayPublicOpplist( UINT32 uiTime );
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void CheckHostileOrSayQuoteList( void );
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void InitOpplistForDoorOpening( void );
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UINT8 DoorOpeningNoise( SOLDIERTYPE * pSoldier );
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void AddToShouldBecomeHostileOrSayQuoteList( UINT8 ubID );
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extern INT8 gbLightSighting[1][16];
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BOOLEAN SoldierHasLimitedVision(SOLDIERTYPE * pSoldier);
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#ifdef JA2UB
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INT32 MaxDistanceVisible( void );
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#endif
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// HEADROCK HAM 3.6: Moved here from cpp
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void MakeBloodcatsHostile( void );
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#endif |