mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
Added missing #includes Added LUA scripting and console Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain Fixed signedness of many grid variables used in GetMouseMapPos calls Fixed enemy weapon choosing: Sometimes a mortar is chosen but later rejected, but the grenade class was not reset. Caused assertion failure Added checks so enemies don't try to chuck RPG grenades with their hands Now possible to shoot a someone in the head if he's in water Fixed InitSightArrays to also clear soldier interrupt duel points. This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called. Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have Removed early setting of muzzle flash. This would allow enemies to get an interrupt before you even fired. Fixed item dropping by AI. If AI tried to drop something while standing it would cause deadlock Change to greatly speed up closing the sector inventory window in an unloaded sector Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting Check builddefines.h for the conditional flags. Of greatest interest might be LUA_CONSOLE. This will cause the game to bring up a command console when run. However this console is severely lacking in many areas. If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated. The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus. LUA scripting is very limited, basically just proof of concept. There is one global variable, the Soldiers array. An array index gives you the soldier in that slot in the currently loaded sector. The soldier has a few things that can be accessed: name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
823 lines
15 KiB
C++
823 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 <string.h>
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#include "wcheck.h"
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#include "stdlib.h"
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#include "debug.h"
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#include "soldier control.h"
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#include "weapons.h"
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#include "handle items.h"
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#include "worlddef.h"
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#include "worldman.h"
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#include "rotting corpses.h"
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#include "tile cache.h"
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#include "isometric utils.h"
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#include "animation control.h"
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#include "utilities.h"
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#include "game clock.h"
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#include "soldier create.h"
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#include "renderworld.h"
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#include "tile animation.h"
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#include "merc entering.h"
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#include "sound control.h"
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#include "strategic.h"
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#include "strategicmap.h"
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#include "Handle UI.h"
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#include "squads.h"
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#include "english.h"
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#include "cursors.h"
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#include "cursor control.h"
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#include "Merc Hiring.h"
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#include "Font Control.h"
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#include "message.h"
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#include "Text.h"
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#include "strategic turns.h"
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#include "ai.h"
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#include "Dialogue Control.h"
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#include "Music Control.h"
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#endif
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#define MAX_MERC_IN_HELI 20
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#define MAX_HELI_SCRIPT 30
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#define ME_SCRIPT_DELAY 100
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#define NUM_PER_HELI_RUN 6
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enum
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{
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HELI_APPROACH,
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HELI_MOVETO,
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HELI_BEGINDROP,
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HELI_DROP,
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HELI_ENDDROP,
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HELI_MOVEAWAY,
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HELI_EXIT,
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NUM_HELI_STATES
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} HeliStateEnums;
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enum
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{
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HELI_REST,
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HELI_MOVE_DOWN,
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HELI_MOVE_UP,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_UP,
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HELI_MOVEY,
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HELI_MOVELARGERY,
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HELI_HANDLE_DROP,
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HELI_SHOW_HELI,
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HELI_GOTO_BEGINDROP,
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HELI_GOTO_DROP,
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HELI_GOTO_EXIT,
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HELI_GOTO_MOVETO,
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HELI_GOTO_MOVEAWAY,
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HELI_DONE,
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} HeliCodes;
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UINT8 ubHeliScripts[ NUM_HELI_STATES ][ MAX_HELI_SCRIPT ] =
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{
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// HELI_APPROACH
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_GOTO_MOVETO,
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// MOVE TO
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HELI_SHOW_HELI,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_MOVEY,
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HELI_GOTO_BEGINDROP,
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// HELI_BEGIN_DROP
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_MOVE_DOWN,
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HELI_GOTO_DROP,
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// Heli Begin Drop
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_UP,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_MOVESMALL_DOWN,
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HELI_GOTO_DROP,
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// HELI END DROP
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_MOVE_UP,
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HELI_GOTO_MOVEAWAY,
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// MOVE AWAY
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_MOVELARGERY,
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HELI_GOTO_EXIT,
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// HELI EXIT
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_REST,
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HELI_DONE,
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};
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BOOLEAN gfHandleHeli = FALSE;
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UINT8 gusHeliSeats[ MAX_MERC_IN_HELI ];
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INT8 gbNumHeliSeatsOccupied = 0;
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BOOLEAN gfFirstGuyDown = FALSE;
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UINT32 uiSoundSample;
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INT16 gsGridNoSweetSpot;
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INT16 gsHeliXPos;
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INT16 gsHeliYPos;
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FLOAT gdHeliZPos;
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INT16 gsHeliScript;
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UINT8 gubHeliState;
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UINT32 guiHeliLastUpdate;
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INT8 gbCurDrop;
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INT8 gbExitCount;
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INT8 gbHeliRound;
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BOOLEAN fFadingHeliIn = FALSE;
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BOOLEAN fFadingHeliOut = FALSE;
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BOOLEAN gfIngagedInDrop = FALSE;
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ANITILE *gpHeli;
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BOOLEAN gfFirstHeliRun;
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void HandleFirstHeliDropOfGame( );
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void ResetHeliSeats( )
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{
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gbNumHeliSeatsOccupied = 0;
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}
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void AddMercToHeli( UINT8 ubID )
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{
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INT32 cnt;
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if ( gbNumHeliSeatsOccupied < MAX_MERC_IN_HELI )
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{
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// Check if it already exists!
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for ( cnt = 0; cnt < gbNumHeliSeatsOccupied; cnt++ )
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{
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if ( gusHeliSeats[ cnt ] == ubID )
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{
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return;
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}
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}
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gusHeliSeats[ gbNumHeliSeatsOccupied ] = ubID;
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gbNumHeliSeatsOccupied++;
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}
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}
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void StartHelicopterRun( INT16 sGridNoSweetSpot )
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{
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INT16 sX, sY;
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gsGridNoSweetSpot = sGridNoSweetSpot;
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if ( gbNumHeliSeatsOccupied == 0 )
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{
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return;
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}
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InterruptTime();
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PauseGame();
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LockPauseState( 20 );
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ConvertGridNoToCenterCellXY( sGridNoSweetSpot, &sX, &sY );
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gsHeliXPos = sX - ( 2 * CELL_X_SIZE );
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gsHeliYPos = sY - ( 10 * CELL_Y_SIZE );
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//gsHeliXPos = sX - ( 3 * CELL_X_SIZE );
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//gsHeliYPos = sY + ( 4 * CELL_Y_SIZE );
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gdHeliZPos = 0;
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gsHeliScript = 0;
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gbCurDrop = 0;
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gbExitCount = 0;
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gbHeliRound = 1;
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gubHeliState = HELI_APPROACH;
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guiHeliLastUpdate = GetJA2Clock( );
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// Start sound
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uiSoundSample = PlayJA2Sample( HELI_1, RATE_11025, 0, 10000, MIDDLEPAN );
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fFadingHeliIn = TRUE;
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gfHandleHeli = TRUE;
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gfFirstGuyDown = TRUE;
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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}
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void HandleHeliDrop( )
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{
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UINT8 ubScriptCode;
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UINT32 uiClock;
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//INT16 sWorldX, sWorldY;
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INT32 iVol;
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INT32 cnt;
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ANITILE_PARAMS AniParams;
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if ( gfHandleHeli )
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{
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if ( gCurrentUIMode != LOCKUI_MODE )
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{
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guiPendingOverrideEvent = LU_BEGINUILOCK;
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}
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if ( _KeyDown( ESC ) )
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{
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// Loop through all mercs not yet placed
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for ( cnt = gbCurDrop; cnt < gbNumHeliSeatsOccupied; cnt++ )
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{
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// Add merc to sector
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MercPtrs[ gusHeliSeats[ cnt ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
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UpdateMercInSector( MercPtrs[ gusHeliSeats[ cnt ] ], 9, 1, 0 );
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// Check for merc arrives quotes...
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HandleMercArrivesQuotes( MercPtrs[ gusHeliSeats[ cnt ] ] );
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ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ cnt ] ]->name );
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}
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// Remove heli
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DeleteAniTile( gpHeli );
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RebuildCurrentSquad( );
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// Remove sound
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if( uiSoundSample!=NO_SAMPLE )
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{
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SoundStop( uiSoundSample );
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}
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gfHandleHeli = FALSE;
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gfIgnoreScrolling = FALSE;
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gbNumHeliSeatsOccupied = 0;
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UnLockPauseState();
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UnPauseGame();
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// Select our first guy
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SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
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//guiCurrentEvent = LU_ENDUILOCK;
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//gCurrentUIMode = LOCKUI_MODE;
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guiPendingOverrideEvent = LU_ENDUILOCK;
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//UIHandleLUIEndLock( NULL );
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HandleFirstHeliDropOfGame( );
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return;
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}
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gfIgnoreScrolling = TRUE;
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uiClock = GetJA2Clock( );
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if ( ( uiClock - guiHeliLastUpdate ) > ME_SCRIPT_DELAY )
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{
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guiHeliLastUpdate = uiClock;
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if(fFadingHeliIn)
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{
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if( uiSoundSample!=NO_SAMPLE )
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{
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iVol=SoundGetVolume( uiSoundSample );
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iVol=__min( HIGHVOLUME, iVol+5);
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SoundSetVolume(uiSoundSample, iVol);
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if(iVol==HIGHVOLUME)
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fFadingHeliIn=FALSE;
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}
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else
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{
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fFadingHeliIn=FALSE;
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}
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}
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else if(fFadingHeliOut)
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{
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if( uiSoundSample!=NO_SAMPLE )
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{
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iVol=SoundGetVolume(uiSoundSample);
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iVol=__max( 0, iVol-5);
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SoundSetVolume(uiSoundSample, iVol);
|
|
if(iVol==0)
|
|
{
|
|
// Stop sound
|
|
SoundStop( uiSoundSample );
|
|
fFadingHeliOut=FALSE;
|
|
gfHandleHeli = FALSE;
|
|
gfIgnoreScrolling = FALSE;
|
|
gbNumHeliSeatsOccupied = 0;
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
|
|
RebuildCurrentSquad( );
|
|
|
|
HandleFirstHeliDropOfGame( );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fFadingHeliOut=FALSE;
|
|
gfHandleHeli = FALSE;
|
|
gfIgnoreScrolling = FALSE;
|
|
gbNumHeliSeatsOccupied = 0;
|
|
guiPendingOverrideEvent = LU_ENDUILOCK;
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
|
|
RebuildCurrentSquad( );
|
|
|
|
HandleFirstHeliDropOfGame( );
|
|
}
|
|
}
|
|
|
|
if ( gsHeliScript == MAX_HELI_SCRIPT )
|
|
{
|
|
return;
|
|
}
|
|
|
|
ubScriptCode = ubHeliScripts[ gubHeliState ][ gsHeliScript ];
|
|
|
|
// Switch on mode...
|
|
if ( gubHeliState == HELI_DROP )
|
|
{
|
|
if ( !gfIngagedInDrop )
|
|
{
|
|
INT8 bEndVal;
|
|
|
|
bEndVal = ( gbHeliRound * NUM_PER_HELI_RUN );
|
|
|
|
if ( bEndVal > gbNumHeliSeatsOccupied )
|
|
{
|
|
bEndVal = gbNumHeliSeatsOccupied;
|
|
}
|
|
|
|
// OK, Check if we have anybody left to send!
|
|
if ( gbCurDrop < bEndVal )
|
|
{
|
|
//sWorldX = CenterX( gsGridNoSweetSpot );
|
|
//sWorldY = CenterY( gsGridNoSweetSpot );
|
|
EVENT_InitNewSoldierAnim( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], HELIDROP, 0 , FALSE );
|
|
|
|
// Change insertion code
|
|
MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->ubStrategicInsertionCode = INSERTION_CODE_NORTH;
|
|
|
|
UpdateMercInSector( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], 9, 1, 0 );
|
|
//EVENT_SetSoldierPosition( MercPtrs[ gusHeliSeats[ gbCurDrop ] ], sWorldX, sWorldY );
|
|
|
|
// IF the first guy down, set squad!
|
|
if ( gfFirstGuyDown )
|
|
{
|
|
gfFirstGuyDown = FALSE;
|
|
SetCurrentSquad( MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->bAssignment, TRUE );
|
|
}
|
|
ScreenMsg( FONT_MCOLOR_WHITE, MSG_INTERFACE, TacticalStr[ MERC_HAS_ARRIVED_STR ], MercPtrs[ gusHeliSeats[ gbCurDrop ] ]->name );
|
|
|
|
gbCurDrop++;
|
|
|
|
gfIngagedInDrop = TRUE;
|
|
}
|
|
else
|
|
{
|
|
if( gbExitCount == 0 )
|
|
{
|
|
gbExitCount = 2;
|
|
}
|
|
else
|
|
{
|
|
gbExitCount--;
|
|
|
|
if ( gbExitCount == 1 )
|
|
{
|
|
// Goto leave
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_ENDDROP;
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch( ubScriptCode )
|
|
{
|
|
case HELI_REST:
|
|
|
|
break;
|
|
|
|
case HELI_MOVE_DOWN:
|
|
|
|
gdHeliZPos -= 1;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVE_UP:
|
|
|
|
gdHeliZPos += 1;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVESMALL_DOWN:
|
|
|
|
gdHeliZPos -= 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
case HELI_MOVESMALL_UP:
|
|
|
|
gdHeliZPos += 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
break;
|
|
|
|
|
|
case HELI_MOVEY:
|
|
|
|
gpHeli->sRelativeY += 4;
|
|
break;
|
|
|
|
case HELI_MOVELARGERY:
|
|
|
|
gpHeli->sRelativeY += 6;
|
|
break;
|
|
|
|
case HELI_GOTO_BEGINDROP:
|
|
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_BEGINDROP;
|
|
break;
|
|
|
|
case HELI_SHOW_HELI:
|
|
|
|
// Start animation
|
|
memset( &AniParams, 0, sizeof( ANITILE_PARAMS ) );
|
|
AniParams.sGridNo = gsGridNoSweetSpot;
|
|
AniParams.ubLevelID = ANI_SHADOW_LEVEL;
|
|
AniParams.sDelay = 90;
|
|
AniParams.sStartFrame = 0;
|
|
AniParams.uiFlags = ANITILE_CACHEDTILE | ANITILE_FORWARD | ANITILE_LOOPING;
|
|
AniParams.sX = gsHeliXPos;
|
|
AniParams.sY = gsHeliYPos;
|
|
AniParams.sZ = (INT16)gdHeliZPos;
|
|
strcpy( AniParams.zCachedFile, "TILECACHE\\HELI_SH.STI" );
|
|
|
|
gpHeli = CreateAnimationTile( &AniParams );
|
|
break;
|
|
|
|
case HELI_GOTO_DROP:
|
|
|
|
// Goto drop animation
|
|
gdHeliZPos -= 0.25;
|
|
gpHeli->pLevelNode->sRelativeZ = ( INT16 )gdHeliZPos;
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_DROP;
|
|
break;
|
|
|
|
case HELI_GOTO_MOVETO:
|
|
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_MOVETO;
|
|
break;
|
|
|
|
case HELI_GOTO_MOVEAWAY:
|
|
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_MOVEAWAY;
|
|
break;
|
|
|
|
case HELI_GOTO_EXIT:
|
|
|
|
if ( gbCurDrop < gbNumHeliSeatsOccupied )
|
|
{
|
|
// Start another run......
|
|
INT16 sX, sY;
|
|
|
|
ConvertGridNoToCenterCellXY( gsGridNoSweetSpot, &sX, &sY );
|
|
|
|
gsHeliXPos = sX - ( 2 * CELL_X_SIZE );
|
|
gsHeliYPos = sY - ( 10 * CELL_Y_SIZE );
|
|
gdHeliZPos = 0;
|
|
gsHeliScript = 0;
|
|
gbExitCount = 0;
|
|
gubHeliState = HELI_APPROACH;
|
|
gbHeliRound++;
|
|
|
|
// Ahh, but still delete the heli!
|
|
DeleteAniTile( gpHeli );
|
|
gpHeli = NULL;
|
|
}
|
|
else
|
|
{
|
|
// Goto drop animation
|
|
gsHeliScript = -1;
|
|
gubHeliState = HELI_EXIT;
|
|
|
|
// Delete helicopter image!
|
|
DeleteAniTile( gpHeli );
|
|
gpHeli = NULL;
|
|
gfIgnoreScrolling = FALSE;
|
|
|
|
// Select our first guy
|
|
SelectSoldier( gusHeliSeats[ 0 ], FALSE, TRUE );
|
|
}
|
|
break;
|
|
|
|
case HELI_DONE:
|
|
|
|
// End
|
|
fFadingHeliOut = TRUE;
|
|
break;
|
|
}
|
|
|
|
gsHeliScript++;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void BeginMercEntering( SOLDIERTYPE *pSoldier, INT16 sGridNo )
|
|
{
|
|
ResetHeliSeats( );
|
|
|
|
AddMercToHeli( pSoldier->ubID );
|
|
|
|
|
|
StartHelicopterRun( sGridNo );
|
|
|
|
// Make sure AI does nothing.....
|
|
PauseAIUntilManuallyUnpaused();
|
|
}
|
|
|
|
|
|
void HandleFirstHeliDropOfGame( )
|
|
{
|
|
// Are we in the first heli drop?
|
|
if ( gfFirstHeliRun )
|
|
{
|
|
SyncStrategicTurnTimes();
|
|
|
|
// Call people to area
|
|
CallAvailableEnemiesTo( gsGridNoSweetSpot );
|
|
|
|
// Say quote.....
|
|
SayQuoteFromAnyBodyInSector( QUOTE_ENEMY_PRESENCE );
|
|
|
|
// Start music
|
|
SetMusicMode( MUSIC_TACTICAL_ENEMYPRESENT );
|
|
|
|
gfFirstHeliRun = FALSE;
|
|
|
|
}
|
|
|
|
// Send message to turn on ai again....
|
|
CharacterDialogueWithSpecialEvent( 0, 0, 0 , DIALOGUE_TACTICAL_UI , FALSE , FALSE , DIALOGUE_SPECIAL_EVENT_ENABLE_AI ,0, 0 );
|
|
|
|
}
|
|
|
|
|