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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
452 lines
11 KiB
C++
452 lines
11 KiB
C++
#ifndef _VEHICLES_H
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#define _VEHICLES_H
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#include "Types.h"
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#include "Soldier Control.h"
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#include "Strategic Movement.h"
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#include "soldier profile type.h"
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#define MAX_VEHICLES 10
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extern std::vector<INT8> gubVehicleMovementGroups;
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#define MAX_MAIN_VEHICLE_CHARS 500
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typedef struct
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{
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UINT8 uiIndex;
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INT32 iNewMvtTypes;
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INT32 iNewSeatingCapacities;
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INT32 iNewEnterVehicleSndID;
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INT32 iNewMoveVehicleSndID;
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UINT8 ubNewVehicleTypeProfileID;
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INT16 sNewVehicleArmourType;
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INT8 NewVehicleBodyType;
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BOOLEAN bNewNeutral;
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BOOLEAN bNewVehicle;
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INT8 NewPilot;
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CHAR8 szIconFace[MAX_MAIN_VEHICLE_CHARS];
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CHAR16 NewVehicleStrings[128];
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CHAR16 NewVehicleName[128];
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CHAR16 NewShortVehicleStrings[128];
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INT32 NewCarPortraits;
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BOOLEAN NewUsed;
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} NEW_CAR;
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extern NEW_CAR gNewVehicle[NUM_PROFILES];
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extern BOOLEAN SaveNewVehiclesToSaveGameFile( HWFILE hFile );
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extern BOOLEAN LoadNewVehiclesToSaveGameFile( HWFILE hFile );
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// type of vehicles
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enum{
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/* NEW_VEHICLE1 = 0,
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NEW_VEHICLE2,
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NEW_VEHICLE3,
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NEW_VEHICLE4,
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NEW_VEHICLE5,
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NEW_VEHICLE6,
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NEW_VEHICLE7,
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NEW_VEHICLE8,
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NEW_VEHICLE9,
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NEW_VEHICLE10,
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NEW_VEHICLE11,
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NEW_VEHICLE12,
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NEW_VEHICLE13,
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NEW_VEHICLE14,
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NEW_VEHICLE15,
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NEW_VEHICLE16,
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NEW_VEHICLE17,
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NEW_VEHICLE18,
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NEW_VEHICLE19,
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NEW_VEHICLE20,
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NEW_VEHICLE21,
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NEW_VEHICLE22,
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NEW_VEHICLE23,
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NEW_VEHICLE24,
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NEW_VEHICLE25,
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NEW_VEHICLE26,
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NEW_VEHICLE27,
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NEW_VEHICLE28,
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NEW_VEHICLE29,
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NEW_VEHICLE30,
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NEW_VEHICLE31,
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NEW_VEHICLE32,
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NEW_VEHICLE33,
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NEW_VEHICLE34,
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NEW_VEHICLE35,
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NEW_VEHICLE36,
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NEW_VEHICLE37,
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NEW_VEHICLE38,
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NEW_VEHICLE39,
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NEW_VEHICLE40,
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NEW_VEHICLE41,
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NEW_VEHICLE42,
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NEW_VEHICLE43,
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NEW_VEHICLE44,
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NEW_VEHICLE45,
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NEW_VEHICLE46,
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NEW_VEHICLE47,
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NEW_VEHICLE48,
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NEW_VEHICLE49,
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NEW_VEHICLE50,
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NEW_VEHICLE51,
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NEW_VEHICLE52,
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NEW_VEHICLE53,
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NEW_VEHICLE54,
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NEW_VEHICLE55,
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NEW_VEHICLE56,
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NEW_VEHICLE57,
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NEW_VEHICLE58,
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NEW_VEHICLE59,
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NEW_VEHICLE60,
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NEW_VEHICLE61,
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NEW_VEHICLE62,
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NEW_VEHICLE63,
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NEW_VEHICLE64,
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NEW_VEHICLE65,
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NEW_VEHICLE66,
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NEW_VEHICLE67,
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NEW_VEHICLE68,
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NEW_VEHICLE69,
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NEW_VEHICLE70,
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NEW_VEHICLE71,
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NEW_VEHICLE72,
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NEW_VEHICLE73,
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NEW_VEHICLE74,
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NEW_VEHICLE75,
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NEW_VEHICLE76,
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NEW_VEHICLE77,
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NEW_VEHICLE78,
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NEW_VEHICLE79,
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NEW_VEHICLE80,
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NEW_VEHICLE81,
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NEW_VEHICLE82,
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NEW_VEHICLE83,
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NEW_VEHICLE84,
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NEW_VEHICLE85,
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NEW_VEHICLE86,
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NEW_VEHICLE87,
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NEW_VEHICLE88,
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NEW_VEHICLE89,
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NEW_VEHICLE90,
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NEW_VEHICLE91,
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NEW_VEHICLE92,
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NEW_VEHICLE93,
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NEW_VEHICLE94,
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NEW_VEHICLE95,
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NEW_VEHICLE96,
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NEW_VEHICLE97,
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NEW_VEHICLE98,
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NEW_VEHICLE99,
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NEW_VEHICLE100,
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NEW_VEHICLE101,
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NEW_VEHICLE102,
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NEW_VEHICLE103,
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NEW_VEHICLE104,
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NEW_VEHICLE105,
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NEW_VEHICLE106,
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NEW_VEHICLE107,
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NEW_VEHICLE108,
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NEW_VEHICLE109,
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NEW_VEHICLE110,
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NEW_VEHICLE111,
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NEW_VEHICLE112,
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NEW_VEHICLE113,
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NEW_VEHICLE114,
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NEW_VEHICLE115,
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NEW_VEHICLE116,
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NEW_VEHICLE117,
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NEW_VEHICLE118,
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NEW_VEHICLE119,
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NEW_VEHICLE120,
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NEW_VEHICLE121,
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NEW_VEHICLE122,
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NEW_VEHICLE123,
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NEW_VEHICLE124,
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NEW_VEHICLE125,
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NEW_VEHICLE126,
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NEW_VEHICLE127,
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NEW_VEHICLE128,
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NEW_VEHICLE129,
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NEW_VEHICLE130,
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NEW_VEHICLE131,
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NEW_VEHICLE132,
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NEW_VEHICLE133,
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NEW_VEHICLE134,
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NEW_VEHICLE135,
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NEW_VEHICLE136,
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NEW_VEHICLE137,
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NEW_VEHICLE138,
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NEW_VEHICLE139,
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NEW_VEHICLE140,
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NEW_VEHICLE141,
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NEW_VEHICLE142,
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NEW_VEHICLE143,
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NEW_VEHICLE144,
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NEW_VEHICLE145,
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NEW_VEHICLE146,
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NEW_VEHICLE147,
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NEW_VEHICLE148,
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NEW_VEHICLE149,
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NEW_VEHICLE150,
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NEW_VEHICLE151,
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NEW_VEHICLE152,
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NEW_VEHICLE153,
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NEW_VEHICLE154,
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NEW_VEHICLE155,
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NEW_VEHICLE156,
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NEW_VEHICLE157,
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NEW_VEHICLE158,
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NEW_VEHICLE159,
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*/
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NEW_VEHICLE1 = 0,
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NEW_VEHICLE2 = NEW_VEHICLE1 + 159,
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HUMMER = 160,
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ELDORADO_CAR = 161,
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ICE_CREAM_TRUCK = 162,
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HELICOPTER = 163,
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//JEEP_CAR = 164,
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TANK_CAR = 164,
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NEW_VEHICLE165 = 165,
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NEW_VEHICLE166 = 166,
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NEW_VEHICLE167 = 167,
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NEW_VEHICLE168 = 168,
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NEW_VEHICLE169 = 169,
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NUMBER_OF_TYPES_OF_VEHICLES = NEW_VEHICLE169 + 84,
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/*
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ELDORADO_CAR = 0,
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HUMMER,
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ICE_CREAM_TRUCK,
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JEEP_CAR,
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TANK_CAR,
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HELICOPTER,
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NUMBER_OF_TYPES_OF_VEHICLES,
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*/
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};
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// external armor hit locations
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enum{
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FRONT_EXTERNAL_HIT_LOCATION,
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LEFT_EXTERNAL_HIT_LOCATION,
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RIGHT_EXTERNAL_HIT_LOCATION,
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REAR_EXTERNAL_HIT_LOCATION,
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BOTTOM_EXTERNAL_HIT_LOCATION,
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TOP_EXTERNAL_HIT_LOCATION,
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NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE,
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};
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// internal critical hit locations
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enum{
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ENGINE_HIT_LOCATION,
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CREW_COMPARTMENT_HIT_LOCATION,
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RF_TIRE_HIT_LOCATION,
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LF_TIRE_HIT_LOCATION,
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RR_TIRE_HIT_LOCATION,
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LR_TIRE_HIT_LOCATION,
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GAS_TANK_HIT_LOCATION,
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NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE,
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};
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//extern STR16 sCritLocationStrings[];
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//extern INT8 bInternalCritHitsByLocation[NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
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extern INT16 sVehicleOrigArmorValues[ NUMBER_OF_TYPES_OF_VEHICLES][ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE];
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#define MAXPASSENGERS 10
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// struct for vehicles
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typedef struct
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{
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PathStPtr pMercPath; // vehicle's stategic path list
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UINT8 ubMovementGroup; // the movement group this vehicle belongs to
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UINT8 ubVehicleType; // type of vehicle
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INT16 sSectorX; // X position on the Stategic Map
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INT16 sSectorY; // Y position on the Stategic Map
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INT16 sSectorZ;
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BOOLEAN fBetweenSectors; // between sectors?
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INT32 sGridNo; // location in tactical
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SOLDIERTYPE *pPassengers[ MAXPASSENGERS ];
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UINT8 ubDriver;
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INT16 sInternalHitLocations[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
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INT16 sArmourType;
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INT16 sExternalArmorLocationsStatus[ NUMBER_OF_EXTERNAL_HIT_LOCATIONS_ON_VEHICLE ];
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INT16 sCriticalHits[ NUMBER_OF_INTERNAL_HIT_LOCATIONS_IN_VEHICLE ];
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INT32 iOnSound;
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INT32 iOffSound;
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INT32 iMoveSound;
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INT32 iOutOfSound;
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BOOLEAN fFunctional;
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BOOLEAN fDestroyed;
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INT32 iMovementSoundID;
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UINT8 ubProfileID;
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BOOLEAN fValid;
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} VEHICLETYPE;
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// the list of vehicles
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extern VEHICLETYPE *pVehicleList;
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// number of vehicles on the list
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extern UINT8 ubNumberOfVehicles;
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extern INT32 iMvtTypes[];
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void SetVehicleValuesIntoSoldierType( SOLDIERTYPE *pVehicle );
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// add vehicle to list and return id value
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INT32 AddVehicleToList( INT16 sMapX, INT16 sMapY, INT32 sGridNo, UINT8 ubType );
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// remove this vehicle from the list
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BOOLEAN RemoveVehicleFromList( INT32 iId );
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// clear out the vehicle list
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void ClearOutVehicleList( void );
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BOOLEAN AnyAccessibleVehiclesInSoldiersSector( SOLDIERTYPE *pSoldier );
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// is this vehicle in the same sector (not between sectors), and accesible
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BOOLEAN IsThisVehicleAccessibleToSoldier( SOLDIERTYPE *pSoldier, INT32 iId );
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// add soldier to Vehicle
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BOOLEAN AddSoldierToVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
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// remove soldier from vehicle
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BOOLEAN RemoveSoldierFromVehicle( SOLDIERTYPE *pSoldier, INT32 iId );
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// strategic mvt stuff
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// move character path to the vehicle
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BOOLEAN MoveCharactersPathToVehicle( SOLDIERTYPE *pSoldier );
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// travel time at the startegic level
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INT32 GetTravelTimeOfVehicle( INT32 iId );
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// is this vehicle a valid one?
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BOOLEAN VehicleIdIsValid( INT32 iId );
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// Test whether a soldier is actually a vehicle
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BOOLEAN IsVehicle(SOLDIERTYPE *pSoldier);
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// set up vehicle mvt for this grunt involved
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BOOLEAN SetUpMvtGroupForVehicle( SOLDIERTYPE *pSoldier );
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// set up soldier mvt for vehicle
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BOOLEAN CopyVehiclePathToSoldier( SOLDIERTYPE *pSoldier );
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// update mercs position when vehicle arrives
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void UpdatePositionOfMercsInVehicle( INT32 iId );
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// find vehicle id of group with this vehicle
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INT32 GivenMvtGroupIdFindVehicleId( UINT8 ubGroupId );
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// given vehicle id, add all peopel in vehicle to mvt group, after clearing mvt group out
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BOOLEAN AddVehicleMembersToMvtGroup( INT32 iId );
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// injure this person in the vehicle
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BOOLEAN InjurePersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier, UINT8 ubPointsOfDmg );
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// kill this person in the vehicle
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BOOLEAN KillPersonInVehicle( INT32 iId, SOLDIERTYPE *pSoldier );
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// kill everyone in vehicle
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BOOLEAN KillAllInVehicle( INT32 iId );
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#ifdef JA2TESTVERSION
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// test vehicle stuff
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void VehicleTest( void );
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#endif
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// grab number of occupants in vehicles
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INT32 GetNumberInVehicle( INT32 iId );
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// grab # in vehicle skipping EPCs (who aren't allowed to drive :-)
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INT32 GetNumberOfNonEPCsInVehicle( INT32 iId );
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BOOLEAN EnterVehicle( SOLDIERTYPE *pVehicle, SOLDIERTYPE *pSoldier );
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SOLDIERTYPE *GetDriver( INT32 iID );
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void SetVehicleName( SOLDIERTYPE *pVehicle );
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BOOLEAN ExitVehicle( SOLDIERTYPE *pSoldier );
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void AddPassangersToTeamPanel( INT32 iId );
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void VehicleTakeDamage( UINT8 ubID, UINT8 ubReason, INT16 sDamage, INT32 sGridNo , UINT8 ubAttackerID );
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// the soldiertype containing this tactical incarnation of this vehicle
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SOLDIERTYPE * GetSoldierStructureForVehicle( INT32 iId );
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void AdjustVehicleAPs( SOLDIERTYPE *pSoldier, INT16 *pubPoints );
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// get orig armor values for vehicle in this location
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//INT16 GetOrigInternalArmorValueForVehicleInLocation( UINT8 ubID, UINT8 ubLocation );
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// handle crit hit to vehicle in this location
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void HandleCriticalHitForVehicleInLocation( UINT8 ubID, INT16 sDmg, INT32 sGridNo, UINT8 ubAttackerID );
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// ste up armor values for this vehicle
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void SetUpArmorForVehicle( UINT8 ubID );
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// does it need fixing?
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BOOLEAN DoesVehicleNeedAnyRepairs( INT32 iVehicleId );
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// repair the vehicle
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INT8 RepairVehicle( INT32 iVehicleId, INT8 bTotalPts, BOOLEAN *pfNothingToRepair );
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//Save all the vehicle information to the saved game file
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BOOLEAN SaveVehicleInformationToSaveGameFile( HWFILE hFile );
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//Load all the vehicle information From the saved game file
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BOOLEAN LoadVehicleInformationFromSavedGameFile( HWFILE hFile, UINT32 uiSavedGameVersion );
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// take soldier out of vehicle
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BOOLEAN TakeSoldierOutOfVehicle( SOLDIERTYPE *pSoldier );
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// put soldier in vehicle
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BOOLEAN PutSoldierInVehicle( SOLDIERTYPE *pSoldier, INT8 bVehicleId );
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void SetVehicleSectorValues( INT32 iVehId, UINT8 ubSectorX, UINT8 ubSectorY );
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void UpdateAllVehiclePassengersGridNo( SOLDIERTYPE *pSoldier );
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BOOLEAN SaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
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BOOLEAN LoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
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BOOLEAN NewSaveVehicleMovementInfoToSavedGameFile( HWFILE hFile );
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BOOLEAN NewLoadVehicleMovementInfoFromSavedGameFile( HWFILE hFile );
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BOOLEAN OKUseVehicle( UINT8 ubProfile );
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BOOLEAN IsRobotControllerInVehicle( INT32 iId );
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void AddVehicleFuelToSave( );
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BOOLEAN CanSoldierDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fIgnoreAsleep );
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BOOLEAN SoldierMustDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId, BOOLEAN fTryingToTravel );
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BOOLEAN OnlythisCanDriveVehicle( SOLDIERTYPE *pSoldier, INT32 iVehicleId );
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BOOLEAN IsEnoughSpaceInVehicle( INT32 iID );
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BOOLEAN IsSoldierInThisVehicleSquad( SOLDIERTYPE *pSoldier, INT8 bSquadNumber );
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SOLDIERTYPE* PickRandomPassengerFromVehicle( SOLDIERTYPE *pSoldier );
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BOOLEAN DoesVehicleHaveAnyPassengers( INT32 iVehicleID );
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BOOLEAN DoesVehicleGroupHaveAnyPassengers( GROUP *pGroup );
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void SetSoldierExitVehicleInsertionData( SOLDIERTYPE *pSoldier, INT32 iId, UINT8 iOldGroupID );
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void InitAVehicle(int index, int x, int y);
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void InitAllVehicles( );
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#endif
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