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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
267 lines
7.6 KiB
C
267 lines
7.6 KiB
C
#ifndef __MAP_SCREEN_HELICOPTER_H
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#define __MAP_SCREEN_HELICOPTER_H
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#include "Types.h"
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#include "Soldier Control.h"
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// costs of flying through sectors
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#define COST_AIRSPACE_SAFE 100
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#define COST_AIRSPACE_UNSAFE 1000 // VERY dangerous
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#define MIN_PROGRESS_FOR_SKYRIDER_QUOTE_DOING_WELL 25 // scale of 0-100
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#define MIN_REGRESS_FOR_SKYRIDER_QUOTE_DOING_BADLY 10 // scale of 0-100
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// skyrider quotes
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#define OWED_MONEY_TO_SKYRIDER 11
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#define MENTION_DRASSEN_SAM_SITE 20
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#define SECOND_HALF_OF_MENTION_DRASSEN_SAM_SITE 21
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#define SAM_SITE_TAKEN 22
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#define SKYRIDER_SAYS_HI 23
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#define SPIEL_ABOUT_OTHER_SAM_SITES 24
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#define SECOND_HALF_OF_SPIEL_ABOUT_OTHER_SAM_SITES 25
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#define SPIEL_ABOUT_ESTONI_AIRSPACE 26
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#define CONFIRM_DESTINATION 27
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//#define DESTINATION_TOO_FAR 28 // unused
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#define ALTERNATE_FUEL_SITE 26
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#define ARRIVED_IN_HOSTILE_SECTOR 29
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#define BELIEVED_ENEMY_SECTOR 30 // may become unused
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#define ARRIVED_IN_NON_HOSTILE_SECTOR 31
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#define HOVERING_A_WHILE 32
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#define RETURN_TO_BASE 33
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#define ENEMIES_SPOTTED_EN_ROUTE_IN_FRIENDLY_SECTOR_A 34
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#define ENEMIES_SPOTTED_EN_ROUTE_IN_FRIENDLY_SECTOR_B 35
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#define MENTION_HOSPITAL_IN_CAMBRIA 45
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#define THINGS_ARE_GOING_BADLY 46
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#define THINGS_ARE_GOING_WELL 47
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#define CHOPPER_NOT_ACCESSIBLE 48
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#define DOESNT_WANT_TO_FLY 49
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#define HELI_TOOK_MINOR_DAMAGE 52
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#define HELI_TOOK_MAJOR_DAMAGE 53
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#define HELI_GOING_DOWN 54
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#define HELI_PATH_THROUGH_ENEMEY_AIRSPACE 55
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#define HELI_HOT_DROP 56
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// enums for skyrider monologue
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enum{
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SKYRIDER_MONOLOGUE_EVENT_DRASSEN_SAM_SITE = 0,
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SKYRIDER_MONOLOGUE_EVENT_OTHER_SAM_SITES,
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SKYRIDER_MONOLOGUE_EVENT_ESTONI_REFUEL,
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SKYRIDER_MONOLOGUE_EVENT_CAMBRIA_HOSPITAL,
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};
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enum
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{
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DRASSEN_REFUELING_SITE = 0,
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ESTONI_REFUELING_SITE,
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NUMBER_OF_REFUEL_SITES,
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};
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// the sam site enums
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enum{
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SAM_SITE_ONE = 0, // near Chitzena
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SAM_SITE_TWO, // near Drassen
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SAM_SITE_THREE, // near Cambria
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SAM_SITE_FOUR, // near Meduna
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NUMBER_OF_SAM_SITES,
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};
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// list of refueling site's sector locations
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extern UINT8 ubRefuelList[ NUMBER_OF_REFUEL_SITES ][ 2 ];
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// is the helicopter available to player?
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extern BOOLEAN fHelicopterAvailable;
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// helicopter vehicle id value
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extern INT32 iHelicopterVehicleId;
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// heli is hovering
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extern BOOLEAN fHoveringHelicopter;
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// helicopter icon
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extern UINT32 guiHelicopterIcon;
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// helicopter destroyed
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extern BOOLEAN fHelicopterDestroyed;
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// is the pilot returning straight to base?
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extern BOOLEAN fHeliReturnStraightToBase;
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// is the heli in the air?
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extern BOOLEAN fHelicopterIsAirBorne;
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// total distance travelled
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//extern INT32 iTotalHeliDistanceSinceRefuel;
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// total owed to player
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//extern INT32 iTotalAccumlatedCostByPlayer;
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// whether or not skyrider is alive and well? and on our side yet?
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extern BOOLEAN fSkyRiderAvailable;
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// time started hovering
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extern UINT32 uiStartHoverTime;
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// what state is skyrider's dialogue in in?
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extern UINT32 guiHelicopterSkyriderTalkState;
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// plot for helicopter
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extern BOOLEAN fPlotForHelicopter;
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// the flags for skyrider events
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extern BOOLEAN fShowEstoniRefuelHighLight;
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extern BOOLEAN fShowOtherSAMHighLight;
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extern BOOLEAN fShowDrassenSAMHighLight;
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extern BOOLEAN fShowCambriaHospitalHighLight;
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extern INT32 iTotalAccumulatedCostByPlayer;
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extern UINT32 guiTimeOfLastSkyriderMonologue;
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extern BOOLEAN fSkyRiderSetUp;
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extern BOOLEAN fRefuelingSiteAvailable[ NUMBER_OF_REFUEL_SITES ];
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extern UINT8 gubHelicopterHitsTaken;
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extern BOOLEAN gfSkyriderSaidCongratsOnTakingSAM;
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extern UINT8 gubPlayerProgressSkyriderLastCommentedOn;
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// add and remove grunts from the helicopter
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BOOLEAN AddSoldierToHelicopter( SOLDIERTYPE *pSoldier );
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BOOLEAN RemoveSoldierFromHelicopter( SOLDIERTYPE *pSoldier );
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#ifdef JA2TESTVERSION
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extern BOOLEAN fSAMSitesDisabledFromAttackingPlayer;
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#endif
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/* ARM: Max. fuel range system removed
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// add another sector to how far helictoper has travelled
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void AddSectorToHelicopterDistanceTravelled( void );
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// total distance travelled since last refuel
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INT32 HowFarHelicopterhasTravelledSinceRefueling( void );
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// get the total the heli can go
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INT32 GetTotalDistanceHelicopterCanTravel( void );
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// how far can helicopter can travel before refuel
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INT32 HowFurtherCanHelicopterTravel( void );
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// check if this sector is out of the way
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BOOLEAN IsSectorOutOfTheWay( INT16 sX, INT16 sY );
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*/
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// how far to nearest refuel point from this sector?
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INT32 DistanceToNearestRefuelPoint( INT16 sX, INT16 sY );
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// location of closest
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INT32 LocationOfNearestRefuelPoint( BOOLEAN fNotifyPlayerIfNoSafeLZ );
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// refuel helicopter
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void ReFuelHelicopter( void );
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// how much will it cost for helicopter to travel through this sector?
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INT32 GetCostOfPassageForHelicopter( INT16 sX, INT16 sY );
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// helicopter shot down, kill all on board
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void SkyriderDestroyed( void );
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// have pilot say different stuff
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void HelicopterDialogue( UINT8 ubDialogueCondition );
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// is the helicopter available for flight?
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BOOLEAN CanHelicopterFly( void );
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// is the pilot alive and on our side?
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BOOLEAN IsHelicopterPilotAvailable( void );
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// land the helicopter here
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void LandHelicopter( void );
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// have helicopter take off
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void TakeOffHelicopter( void );
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// test whether or not a sector contains a fuel site
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BOOLEAN IsRefuelSiteInSector( INT16 sMapX, INT16 sMapY );
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// update which refueling sites are controlled by player & therefore available
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void UpdateRefuelSiteAvailability( void );
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// setup helicopter for player
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void SetUpHelicopterForPlayer( INT16 sX, INT16 sY , UINT8 SkyDrive, UINT8 VehicleID );
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// the intended path of the helicopter
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INT32 DistanceOfIntendedHelicopterPath( void );
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// handle a little wait for hover
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void HandleHeliHoverLong( void );
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// handle a LONG wait in hover mode
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void HandleHeliHoverTooLong( void );
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// start the heli hover time
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void StartHoverTime( void );
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// drop off everyone in helicopter
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void DropOffEveryOneInHelicopter( void );
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// handle heli entering this sector
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BOOLEAN HandleHeliEnteringSector( INT16 sX, INT16 sY );
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// check for arrival at refuel
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BOOLEAN CheckForArrivalAtRefuelPoint( void );
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// set up helic, if it doesn't have a mvt group
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void SetUpHelicopterForMovement( void );
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// number of passengers in helicopter
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INT32 GetNumberOfPassengersInHelicopter( void );
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// skyrider talking to player
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void SkyRiderTalk( UINT16 usQuoteNum );
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// sky rider monlogue events for mapscreen
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void HandleSkyRiderMonologueEvent( UINT32 uiEventCode, UINT32 uiSpecialCode );
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// handle animation of sectors for mapscreen
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void HandleAnimationOfSectors( void );
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// check and handle skyrider monologue
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void CheckAndHandleSkyriderMonologues( void );
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// last sector value in helicopter's path
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INT16 LastSectorInHelicoptersPath( void );
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// total cost of helicopter trip
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//INT32 GetTotalCostOfHelicopterTrip( void );
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void HandleHelicopterOnGroundGraphic( void );
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void HandleHelicopterOnGroundSkyriderProfile( void );
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BOOLEAN IsHelicopterOnGroundAtRefuelingSite( UINT8 ubRefuelingSite );
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BOOLEAN HandleSAMSiteAttackOfHelicopterInSector( INT16 sSectorX, INT16 sSectorY );
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// is the helicopter capable of taking off for the player?
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BOOLEAN CanHelicopterTakeOff( void );
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void InitializeHelicopter( void );
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BOOLEAN IsSkyriderIsFlyingInSector( INT16 sSectorX, INT16 sSectorY );
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BOOLEAN IsGroupTheHelicopterGroup( GROUP *pGroup );
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INT16 GetNumSafeSectorsInPath( void );
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INT16 GetNumUnSafeSectorsInPath( void );
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BOOLEAN SoldierAboardAirborneHeli( SOLDIERTYPE *pSoldier );
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UINT8 MoveAllInHelicopterToFootMovementGroup( void );
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#endif |