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
267 lines
6.9 KiB
C++
267 lines
6.9 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "Tactical All.h"
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#else
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#include "sgp.h"
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#include "Game Clock.h"
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#include "Font Control.h"
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#include "render dirty.h"
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#include "Timer Control.h"
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#include "overhead.h"
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#include "environment.h"
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#include "Game Clock.h"
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#include "message.h"
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#include "worlddef.h"
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#include "rotting corpses.h"
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#include "soldier create.h"
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#include "soldier add.h"
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#include "strategic turns.h"
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#include "isometric utils.h"
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#include "animation data.h"
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#include "animation control.h"
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#include "Tactical Turns.h"
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#include "points.h"
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#include "smell.h"
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#include "opplist.h"
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#include "Queen Command.h"
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#include "dialogue control.h"
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#include "smokeeffects.h"
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#include "lighteffects.h"
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#include "campaign.h"
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#include "Soldier macros.h"
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#include "strategicmap.h"
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#include "Random.h"
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#include "Explosion Control.h"
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#endif
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#include "Reinforcement.h"
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extern void DecayPublicOpplist( INT8 bTeam );
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//not in overhead.h!
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extern UINT8 NumEnemyInSector();
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void HandleRPCDescription( )
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{
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UINT8 ubMercsInSector[ 20 ] = { 0 };
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UINT8 ubNumMercs = 0;
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UINT8 ubChosenMerc;
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SOLDIERTYPE *pTeamSoldier;
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INT32 cnt2;
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BOOLEAN fSAMSite = FALSE;
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if ( !gTacticalStatus.fCountingDownForGuideDescription )
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{
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return;
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}
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// ATE: postpone if we are not in tactical
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if ( guiCurrentScreen != GAME_SCREEN )
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{
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return;
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}
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if ( ( gTacticalStatus.uiFlags & ENGAGED_IN_CONV ) )
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{
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return;
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}
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// Are we a SAM site?
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if ( gTacticalStatus.ubGuideDescriptionToUse == 27 ||
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gTacticalStatus.ubGuideDescriptionToUse == 30 ||
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gTacticalStatus.ubGuideDescriptionToUse == 32 ||
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gTacticalStatus.ubGuideDescriptionToUse == 25 ||
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gTacticalStatus.ubGuideDescriptionToUse == 31 )
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{
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fSAMSite = TRUE;
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gTacticalStatus.bGuideDescriptionCountDown = 1;
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}
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// ATE; Don't do in combat
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if ( ( gTacticalStatus.uiFlags & INCOMBAT ) && !fSAMSite )
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{
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return;
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}
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// Don't do if enemy in sector
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if ( NumEnemyInSector( ) && !fSAMSite )
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{
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return;
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}
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gTacticalStatus.bGuideDescriptionCountDown--;
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if ( gTacticalStatus.bGuideDescriptionCountDown == 0 )
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{
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gTacticalStatus.fCountingDownForGuideDescription = FALSE;
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// OK, count how many rpc guys we have....
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// set up soldier ptr as first element in mercptrs list
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cnt2 = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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// run through list
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for ( pTeamSoldier = MercPtrs[ cnt2 ]; cnt2 <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt2++,pTeamSoldier++ )
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{
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// Add guy if he's a candidate...
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if ( RPC_RECRUITED( pTeamSoldier ) )
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{
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if ( pTeamSoldier->bLife >= OKLIFE && pTeamSoldier->bActive &&
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pTeamSoldier->sSectorX == gTacticalStatus.bGuideDescriptionSectorX && pTeamSoldier->sSectorY == gTacticalStatus.bGuideDescriptionSectorY &&
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pTeamSoldier->bSectorZ == gbWorldSectorZ &&
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!pTeamSoldier->fBetweenSectors )
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{
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if ( pTeamSoldier->ubProfile == IRA ||
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pTeamSoldier->ubProfile == MIGUEL ||
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pTeamSoldier->ubProfile == CARLOS ||
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pTeamSoldier->ubProfile == DIMITRI )
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{
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ubMercsInSector[ ubNumMercs ] = (UINT8)cnt2;
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ubNumMercs++;
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}
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}
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}
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}
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// If we are > 0
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if ( ubNumMercs > 0 )
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{
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ubChosenMerc = (UINT8)Random( ubNumMercs );
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TacticalCharacterDialogueWithSpecialEvent( MercPtrs[ ubMercsInSector[ ubChosenMerc ] ], gTacticalStatus.ubGuideDescriptionToUse, DIALOGUE_SPECIAL_EVENT_USE_ALTERNATE_FILES, 0, 0 );
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}
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}
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}
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void HandleTacticalEndTurn( )
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{
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UINT32 cnt;
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SOLDIERTYPE *pSoldier;
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UINT32 uiTime;
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static UINT32 uiTimeSinceLastStrategicUpdate = 0;
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// OK, Do a number of things here....
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// Every few turns......
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// Get time elasped
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uiTime = GetWorldTotalSeconds( );
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if ( ( uiTimeSinceLastStrategicUpdate - uiTime ) > 1200 )
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{
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HandleRottingCorpses( );
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//DecayTacticalMoraleModifiers();
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uiTimeSinceLastStrategicUpdate = uiTime;
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}
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DecayBombTimers( );
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DecaySmokeEffects( uiTime );
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DecayLightEffects( uiTime );
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// Decay smells
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//DecaySmells();
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// Decay blood
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DecayBloodAndSmells( uiTime );
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// decay AI warning values from corpses
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DecayRottingCorpseAIWarnings();
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//Check for enemy pooling (add enemies if there happens to be more than the max in the
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//current battle. If one or more slots have freed up, we can add them now.
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AddPossiblePendingEnemiesToBattle();
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AddPossiblePendingMilitiaToBattle();
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// Loop through each active team and decay public opplist...
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// May want this done every few times too
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NonCombatDecayPublicOpplist( uiTime );
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/*
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for( cnt = 0; cnt < MAXTEAMS; cnt++ )
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{
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if ( gTacticalStatus.Team[ cnt ].bMenInSector > 0 )
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{
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// decay team's public opplist
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DecayPublicOpplist( (INT8)cnt );
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}
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}
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*/
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// First pass:
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// Loop through our own mercs:
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// Check things like ( even if not in our sector )
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// 1 ) All updates of breath, shock, bleeding, etc
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// 2 ) Updating First AID, etc
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// ( If in our sector: )
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// 3 ) Update things like decayed opplist, etc
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// Second pass:
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// Loop through all mercs in tactical engine
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// If not a player merc ( ubTeam ) , do things like 1 , 2 , 3 above
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// First exit if we are not in realtime combat or realtime noncombat
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if (!(gTacticalStatus.uiFlags & TURNBASED) || !(gTacticalStatus.uiFlags & INCOMBAT ) )
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{
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BeginLoggingForBleedMeToos( TRUE );
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cnt = gTacticalStatus.Team[ gbPlayerNum ].bFirstID;
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for ( pSoldier = MercPtrs[ cnt ]; cnt <= gTacticalStatus.Team[ gbPlayerNum ].bLastID; cnt++,pSoldier++)
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{
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if ( pSoldier->bActive && pSoldier->bLife > 0 && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) && !( AM_A_ROBOT( pSoldier ) ) )
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{
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// Handle everything from getting breath back, to bleeding, etc
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EVENT_BeginMercTurn( pSoldier, TRUE, 0 );
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// Handle Player services
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HandlePlayerServices( pSoldier );
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// if time is up, turn off xray
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if ( pSoldier->uiXRayActivatedTime && uiTime > pSoldier->uiXRayActivatedTime + XRAY_TIME )
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{
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TurnOffXRayEffects( pSoldier );
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}
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// Handle stat changes if ness.
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//if ( fCheckStats )
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//{
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//// UpdateStats( pSoldier );
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//}
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}
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}
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BeginLoggingForBleedMeToos( FALSE );
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// OK, loop through the mercs to perform 'end turn' events on each...
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// We're looping through only mercs in tactical engine, ignoring our mercs
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// because they were done earilier...
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for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
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{
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pSoldier = MercSlots[ cnt ];
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if ( pSoldier != NULL )
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{
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if ( pSoldier->bTeam != gbPlayerNum )
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{
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// Handle everything from getting breath back, to bleeding, etc
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EVENT_BeginMercTurn( pSoldier, TRUE, 0 );
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// Handle Player services
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HandlePlayerServices( pSoldier );
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}
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}
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}
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}
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HandleRPCDescription( );
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}
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