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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
226 lines
6.8 KiB
C
226 lines
6.8 KiB
C
#pragma once
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#include "Soldier Init List.h"
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#include "Merc Hiring.h"
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#include "event pump.h"
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#include "Bullets.h"
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#include "builddefines.h"
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extern bool isOwnTeamWipedOut;
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extern bool is_connected;
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extern bool is_connecting;
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extern bool is_client;
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extern bool is_server;
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extern bool is_networked;
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extern bool is_host; // OJW - added 20081129
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// OJW - 20040922
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extern bool recieved_settings;
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extern bool recieved_transfer_settings;
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extern INT16 serverSyncClientsDirectory;
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extern int PLAYER_TEAM_TIMER_SEC_PER_TICKS;
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extern int CLIENT_NUM;
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extern UINT8 gEnemyEnabled;
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extern UINT8 gCreatureEnabled;
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extern UINT8 gMilitiaEnabled;
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extern UINT8 gCivEnabled;
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extern UINT8 cMaxClients;
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extern UINT8 cSameMercAllowed;
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extern UINT8 cGameType;
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extern bool allowlaptop;
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extern UINT8 netbTeam;
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extern UINT8 ubID_prefix;
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extern FLOAT cDamageMultiplier;
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//OJW - 20081218
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extern UINT8 gRandomStartingEdge;
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extern UINT8 gRandomMercs;
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//OJW - 20090317
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extern bool is_game_started;
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//OJW - 20090403
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extern UINT8 gMaxEnemiesEnabled;
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//OJW - 20090405
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extern STRING512 gCurrentTransferFilename;
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extern INT32 gCurrentTransferBytes;
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extern INT32 gTotalTransferBytes;
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extern UINT32 crate_usMapPos;
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//extern int INTERRUPTS;
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extern UINT8 cAllowMercEquipment;
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extern UINT8 cMaxMercs;
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void lockui (bool unlock);
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void start_battle ( void );
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void DropOffItemsInSector( UINT8 ubOrderNum );
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void mp_help (void);
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void mp_help2 (void);
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void grid_display ( void);
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void send_loaded (void);
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void send_donegui ( UINT8 ubResult );
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UINT8 numenemyLAN( UINT8 ubSectorX, UINT8 ubSectorY );
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void connect_client ( void );
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void start_server (void);
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void client_packet ( void );
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void server_packet ( void );
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void NetworkAutoStart(); // OJW - 20081130 - Automate connection functions
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void server_disconnect (void);
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void client_disconnect (void);
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void DialogRemoved( UINT8 ubResult );
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void manual_overide(void);
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void send_path ( SOLDIERTYPE *pSoldier, INT32 sDestGridNo, UINT16 usMovementAnim, BOOLEAN fFromUI, BOOLEAN fForceRestartAnim );
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void send_stance ( SOLDIERTYPE *pSoldier, UINT8 ubDesiredStance );
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void send_dir ( SOLDIERTYPE *pSoldier, UINT16 usDesiredDirection );
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void send_fire( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo );
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void send_hit( EV_S_WEAPONHIT *SWeaponHit );
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void send_bullet( BULLET * pBullet, UINT16 usHandItem);
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void send_hire( UINT8 iNewIndex, UINT8 ubCurrentSoldier, INT16 iTotalContractLength, BOOLEAN fCopyProfileItemsOver);
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void send_dismiss( UINT8 ubCurrentSoldier);
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void send_gui_pos(SOLDIERTYPE *pSoldier, FLOAT dNewXPos, FLOAT dNewYPos);
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void send_gui_dir(SOLDIERTYPE *pSoldier, UINT16 usNewDirection);
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void send_EndTurn( UINT8 ubNextTeam );
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void send_AI( SOLDIERCREATE_STRUCT *pCreateStruct, UINT8 *pubID );
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void send_stop (EV_S_STOP_MERC *SStopMerc);
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void send_interrupt(SOLDIERTYPE *pSoldier);
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// OJW - 20091002 - explosives
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void send_grenade (OBJECTTYPE *pGameObj, float dLifeLength, float xPos, float yPos, float zPos, float xForce, float yForce, float zForce, UINT32 sTargetGridNo, UINT8 ubOwner, UINT8 ubActionCode, UINT32 uiActionData, INT32 iRealObjectID , bool bIsThrownGrenade);
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void send_grenade_result (float xPos, float yPos, float zPos, INT32 sGridNo, UINT8 ubOwnerID, INT32 iRealObjectID, bool bIsDud);
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void send_plant_explosive (UINT8 ubID,UINT16 usItem,UINT8 ubItemStatus,UINT16 usFlags, UINT32 sGridNo,UINT8 ubLevel, UINT32 uiWorldIndex);
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void send_detonate_explosive (UINT32 uiWorldIndex, UINT8 ubID);
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void send_spreadeffect ( INT32 sGridNo, UINT8 ubRadius, UINT16 usItem, UINT8 ubOwner, BOOLEAN fSubsequent, INT8 bLevel, INT32 iSmokeEffectID );
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void send_newsmokeeffect(INT32 sGridNo, UINT16 usItem, INT8 bLevel, UINT8 ubOwner, INT32 iSmokeEffectID);
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void send_gasdamage( SOLDIERTYPE * pSoldier, UINT16 usExplosiveClassID , INT16 sSubsequent, BOOLEAN fRecompileMovementCosts, INT16 sWoundAmt, INT16 sBreathAmt, UINT8 ubOwner );
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void send_explosivedamage( UINT8 ubPerson, UINT8 ubOwner, INT32 sBombGridNo, INT16 sWoundAmt, INT16 sBreathAmt, UINT32 uiDist, UINT16 usItem, INT16 sSubsequent );
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void send_disarm_explosive(UINT32 sGridNo, UINT32 uiWorldIndex, UINT8 ubID);
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void OpenChatMsgBox(void);
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INT8 FireBullet( SOLDIERTYPE * pFirer, BULLET * pBullet, BOOLEAN fFake );
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void reapplySETTINGS();
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BOOLEAN CheckConditionsForBattle( GROUP *pGroup ); // this comes from strategic movement.cpp
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extern char client_names[4][30];
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// OJW - 20081204
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// I need to keep track of all the clients readyness, spawn edge and team
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// <TODO> want to change this all to use client_info, but dont want to make sweeping
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// changes to the codebase without talking to the other devs
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extern int client_ready[4];
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extern int client_teams[4];
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extern int client_edges[5];
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extern int client_downloading[4];
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extern int client_progress[4];
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extern char cServerName[30];
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//OJW - 20081224
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#define MAX_CONNECT_RETRIES 5
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#define ENABLE_COLLISION (is_server && pBullet->pFirer->ubID<120) || (!is_server && is_client && pBullet->pFirer->ubID<20) || (!is_server && !is_client)
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extern bool auto_retry;
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extern int giNumTries;
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void send_settings();
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void send_mapchange(); // added 20081201 by OJW
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void send_teamchange( int newteam ); // send team a change
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void send_edgechange( int newedge ); // send an edge change
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bool can_teamchange(); // UI Checks
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bool can_edgechange(); // UI Checks
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void StartInterrupt( void );
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// MP GameTypes
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enum
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{
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MP_TYPE_DEATHMATCH,
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MP_TYPE_TEAMDEATMATCH,
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MP_TYPE_COOP,
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NUM_MP_GAMETYPE
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};
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typedef struct
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{
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int kills;
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int deaths;
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int hits;
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int misses;
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} player_stats;
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extern player_stats gMPPlayerStats[5];
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extern void game_over( void );
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// OJW - 20090422
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extern BOOLEAN fClientReceivedAllFiles;
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// OJW - 20090507
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// Add basic version checking, will only work from now on
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// note: this cannot be longer than char[30]
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#ifdef JA2UB
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#define MPVERSION "MP v2.0(UB)"
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#else
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#define MPVERSION "MP v2.0"
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#endif
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// OJW - 2009128 - inline funcs for working with soldiers and teams
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// sick of confusing myself :)
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// this one should be called before passing an ID off the client
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inline UINT8 MPEncodeSoldierID( UINT8 ubID )
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{
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if ( ubID < 20 )
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return ubID + ubID_prefix; // soldier is ours
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else
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return ubID; // soldier is another teams, dont touch its ID
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}
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// this one can be called anywhere, even if the ID was not "encoded"
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inline UINT8 MPDecodeSoldierID( UINT8 ubID )
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{
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if ( ubID >= ubID_prefix && ubID < (ubID_prefix + 7) )
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return ubID - ubID_prefix; // soldier is ours
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else
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return ubID; // soldier is another teams, dont touch its ID
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}
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inline bool IsOurSoldier (SOLDIERTYPE* pSoldier)
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{
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return pSoldier->bTeam == netbTeam || pSoldier->bTeam == 0;
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}
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inline bool IsOurSoldier (UINT8 ubID)
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{
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return (ubID >= ubID_prefix && ubID < (ubID_prefix + 7)) || ubID < 20;
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}
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